[WIP]witch_hill

Z(Rus)Z(Rus) Senior
edited 4:15PM in Community Maps
I almost finished the map, but do not know for what type of game to do it

It is most suited to LTS

and i have fiew quastions:
- Where can I view all particle which are used in pvk2?
- Why do not work ambient_generic?

~iaKRE9Zv.png ~iaKRE9Zw.png ~iaKRE9Zx.png ~iaKRE9Zy.png

Comments

  • FinlordFinlord Senior
    edited October 2015
    Z(Rus) wrote:

    - Where can I view all particle which are used in pvk2?


    I'm not sure if there is easier way but this is how I browse particles.

    1. Extract particles from pvkii_dir in pvkii folder using GCFScape
    2. Lauch pvk with tools. PVK -> properties -> Set launch options.. -> and type -tools
    3. Open extracted particles

    Z(Rus) wrote:

    - Why do not work ambient_generic?


    I noticed the same thing. Not sure why but they are not working. I have been replacing them with ambient_fmod.

    Map itself looks very nice.
  • Z(Rus)Z(Rus) Senior
    edited 4:15PM
    tnx)
    and how many players can play in this type of game? I placed 11 info_player for each team
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 4:15PM
    Z(Rus) wrote:

    tnx)
    and how many players can play in this type of game? I placed 11 info_player for each team


    That's perfect! The max player count 99% of the time is 24 players.

    Most sounds start playing once the round begins. You can start a round by typing in cheats 1, lan 1, and bot_add a few times.
    Use fmod as finlord says. Fmod allows you to have more sounds as having many ambient generic leads to a MAXCHANNELS issue where sounds do not play. You could use ambient generic for soundscapes and fmod for things like torches, etc.

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  • SpirrwellSpirrwell That Guy That Knows Things About a Lot of Things Members
    edited October 2015
    Yeah, it works a lot better IMO, ambient_generics are a pain because you often have to use logic_autos to get them working and looping is also a pain. It's why I invented ambient_fmod. Unfortunately in the current build, due to an oversight, if you have more than 31 sounds (because the menu music would be 32) it doesn't work all that well, but that'll be fixed in the next update, which is right around the corner, which will allow for 255 ambient_fmod sounds. If there's ever a need for more than that, I'll increase it. XD
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  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Senior
    edited 4:15PM
    With the amount of open space available sounds like DM may be better

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  • Z(Rus)Z(Rus) Senior
    edited 4:15PM
    which is usually set for the parameter Sudden Death Duration (seconds)?
  • Z(Rus)Z(Rus) Senior
    edited 4:15PM
    ~iaKRE9ZI.png
  • Z(Rus)Z(Rus) Senior
    edited 4:15PM
    need to finalize soundscape, tomorrow or the day after map will be ready

    24 players (8*3)
    2 armor
    3 eat
    3 ammo

    after SuddenDeath all will be poisoned by evil spirits, and will lose 5hp per 1 sec
  • El NegroEl Negro The Genuinely Only Sane Person Guests
    edited October 2015
    Z(Rus) wrote:
    after SuddenDeath all will be poisoned by evil spirits, and will lose 5hp per 1 sec


    I don't know why, but I don't find that as a good idea...Might want to redo the Sudden Death event, do something more creative and less overly-punishing.

    Now just a question in general, should this map be tested by the Testudo Cohort?
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  • Z(Rus)Z(Rus) Senior
    edited October 2015
    done
    http://pvkii.gameban...com/maps/187927

    i can make another action after SuddenDeath after contest)
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 4:15PM
    Well done! Someone get this on SBP Custom Maps!

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