Ns Maps Compatible With Other Mods

SanchoSancho Join Date: 2002-03-30 Member: 365Members
edited April 2003 in Mapping Forum
<div class="IPBDescription">Please!</div> NS maps, as they should, work with other mods(with all NS specific entities ignored). However, I noticed that players get stuck in the readyrooms. I was wondering if, perhaps, the official maps could be updated in 1.1 to have a trigger_teleport behind the info_join_teams so that players can get out. That way, you could fire up your favorite NS map and play almost any mod with it. Imagine a big game of ns_bast HLDM <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> The only problem I see is that, when a team is full, players can walk past the info_join_teams and use the teleporter. The solution would be to make an NS specific func_wall-type entity.

That, or simply make another version of each map that will work with other mods.

I guess its just up to the mapper...

What do you guys think? Not worth it? Am I dreaming too much?

lol, I guess I'm just a bit desparate...

Comments

  • StevenTheGreatStevenTheGreat Join Date: 2003-04-13 Member: 15464Members
    Im sure it wouldn't be hard for the mapers to load up the .rmf into a different mod, all it is is basically clicking a dfferent mod (for hammer) and sorting out a few entities, but most of us are probably working on bigger and better ns projects, and most probably have issues with giving out the original .rmf for copying reasons.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    edited April 2003
    I guess its up to the mapper...
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    There would be a lot of bugs associated with using a different fgd that designed for. That said, a simple teleport could work. However, unless your KFS and have a magical entity lowering wand, it would just be more entities that you didn't need.
    The only use an ns map would have was deathmatch that I can tell. Personally I don't pla on it but others might.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    It'd be a damn boring game of DM, too. No weapons around the place, remember?
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I seriously doubt ANYONE would want to wait through a day or 2 of compiling just to have maybe 1 or 2 people play the map in DM. Just a waste of time!
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    entites are server side, you can change the map's entities without having to recompile as long as the "world" doesn't change.

    Heres a little tut on how to do all this:

    <a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=45' target='_blank'>click here</a>
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    ^
    |
    |

    I wonder, can you use this to add trigger_teleports yourself? In that case, nevermind.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    <!--QuoteBegin--The Real Quasar+Apr 22 2003, 08:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Apr 22 2003, 08:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I seriously doubt ANYONE would want to wait through a day or 2 of compiling just to have maybe 1 or 2 people play the map in DM. Just a waste of time! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A day or 2? LOL, it takes me about 20 minutes max to compile a map.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited April 2003
    Then you've obviously not yet worked on bigger projects. Even my small Eniant took 2h 30min on an AMD XP 2000+ with 512 Meg DDR RAM.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Yeah.. Trane takes me about 4.5 hrs to compile on an ATHLON XP 1700+ with 512 MB RAM.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    And it takes even longer with Full vis and Extra RAD
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    <!--QuoteBegin--Evil bOb+Apr 22 2003, 09:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil bOb @ Apr 22 2003, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> entites are server side, you can change the map's entities without having to recompile as long as the "world" doesn't change.

    Heres a little tut on how to do all this:

    <a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=45' target='_blank'>click here</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    edited April 2003
    <!--QuoteBegin--Nemesis Zero+Apr 22 2003, 05:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Apr 22 2003, 05:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then you've obviously not yet worked on bigger projects. Even my small Eniant took 2h 30min on an AMD XP 2000+ with 512 Meg DDR RAM. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ok... but you're wrong.
    This map: <a href='http://forums.dayofdefeatmod.com/forums/showthread.php?s=&threadid=72384' target='_blank'>http://forums.dayofdefeatmod.com/forums/sh...&threadid=72384</a> took me about 25 minutes to compile. Another map that I made that takes up the whole grid takes about the same ammount.
  • Ha1RyD0gHa1RyD0g Join Date: 2003-04-23 Member: 15783Members
    I've noticed that many times when i compile maps, what makes it take forever is all the entities (especially lights). i'm just a n00bie mapper but its sorta obvious...
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
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