15 learning tutorial .maps/.pk3's


(EB) #21

Good points Loffy and thank you for your compliments. I purposely sought, not only to fill small holes, but to compliment portions of other people well developed tutorials. I felt, rather than have it my way or their way…let’s make it all float together. I am glad that the newer mappers are learning from the maps. Almost 1000 hits in 2 months…not too bad.!.

I guess as I add the water-shader-example-map which I started but have not finished, that I could shed some light on the cost/performance change with using shaders and some target entities(such as smoke).
It would be an easy way to lessen the learning curve with unbombarding them with fps/vis issues/cures with a slight understanding of how the game has limits. -Cheers


(Loffy) #22

Just one more thing: I never open the tutorials from inside the menu (HOST). Rather, I open the console and write “devmap mapname” (ENTER). The mapname is the same name as the pk3.
If you make the bsp with one name, and the pk3 with another name, I will run into trouble. I have to unzip the pk3 and have a look at the bsp (its name). Suggestions: make the bsp and pk3 with the same name.
Not a big issue. Just a tip.And, to be fair, you have indeed used the same name for the bsp and the pk3 in all cases except for one map. I cannot remember which one. The third or fourth one I think.
(I am not opening the maps from inside the menu because I have tons of pk3s and it takes time to locate the right map in the HOST menu (and not all pk3 are showing up either). It is much faster to type “devmap mapname”. (Lazy me)).
In sum: I learned alot from your tutorials. (about the “no drop” shader, the “func platform” and lots of other stuff). Big thanks!
Skal!
//Loffy


(EB) #23

I have started on extra map tutorials that have been suggested to me.
-This one is simple but usually the most forgotten in custom maps… >>>" info_limbo_cameras and the .OBJDATA file"
#10 info_limbo_cameras.pk3

I had started on a “different types of water shaders file” but have thrown it to the wind for more important things.


@Loffy -NP, I know that one is named differently. It is because I created it prior to the rest of the group and although it was re-formatted to be similiar to the group…the name was not adjusted…I should change it.
Thanks again


UPDATED:*
#11 spawn_exchange.pk3


(Bondo) #24

Thanks a TON EB. I have learned so much from these due to the fact that I can see what I am doing with your “messages” rather then have to remember what I did and load up the editor and see how it worked. It is so much easier with a duel monitor set-up also :slight_smile:


(EB) #25

NP Bondo. Glad to be of help. :wink:

I have added 2 more:

#12 - obj_101.pk3 // Learn to make returnable objectives
#13 - Tris_FPS_Vis.pk3 // The readme file should be read prior to it’s use as a tutorial.<<This one will be UPDATED once I have more time to devote to it.
^ Contains the .prt file and uses func_static cube sets(thousands) to reproduce FPS loss from tris count. Hinted hallway corners(elementary) amongst other things.

-Cheers


(Loffy) #26

Hm, this sux the big time. Useless! Oh, I was looking at my new mapping project and thinking out loud.
EB’s “example .pk3’s”, on the other hand, are JUST BRILLIANT!
Awesome job EB!
//L.


(EB) #27

Expressions that crossed my face as I read Loffy’s post:

:confused: :disgust: :zzz: :frowning: :suspicious: :uhoh: :huh: :lookaround: :expressionless: :rolleyes: :lol: :smiley: :cool: :smiley: :fiesta: :stuck_out_tongue:

LOL - Thanks Loffy


(psyco_mario) #28

I think ur tutorials are gr8!!! they helped me soooooooooooooooooooooooooooooooooooooooooooooooooo much!!! i think i would still be trying to figure out wot a brush was if it wasnt for you now im on my way to realsing my 1st rubbishy map, but it wont come up on host game list… grrrrrrrrrrrrrrrr


(=PoW= Kernel 2.6.5) #29

I’m going through your stuff now.
As a noob - I thank you for the help.

REQUEST - how about a SUPER SIMPLE map with a SIMPLE func_constructable and scripts
to demonstrate how you get these things to show on a command and how to have scripts run when destroyed/constructed/dyno planted etc.
I have tried to follow other tutorals and have no problem making something func_explosive or func_constructable but I can’t seem
to get the TOI stuff to work or any scripts except the SPAWN one to work.


(EB) #30

Thanks Buddy.
-The host game list is drawn up from .ARENA files. I recently answered this HERE.

You’re welcome and I will try to do this sometime soon as I think I have a good idea of what you mean.


(psyco_mario) #31

Hi again i fixed that prob coz i had 2 many maps in my etmain folder, now ive got a clean install aswell as gaming!
p.s. i would LOVE to see a script_mover tutoral,
another p.s. wot maps hav u made?

EDIT:looked at upcoming, WOOHOO SCRIPT MOVERS!!! THANKS IN ADV E.B.


(EB) #32

I will be working on tutorials in the weeks to come as I have been extraordinarily busy with other things. I think I will be able to start the next tutorials in about 2 weeks. Sorry for the wait.

I have not released many maps I have made as I keep them for testing. I had released a crappy map when I began mapping (as everyone does)… and then I released “Christams_hills Beta1” …and before I even got to 20% of a finished product with that map…Windows XP decided to F’ me over(crashed hard)…I lost all of the work and plans I had. [That really made me mad]. The ChristmasHills map had alot of things that needed fixing along with a crapload of additions to be put in…but that is gone to the graveyard. (That map the allies had to blow the radio tower and then build a previously in-accessible christmas tree…it was in a rough state @ beta release, but I wanted feedback.)
-I made a map for the -FM- clan called “FM Chaos” (first team to build all 5 constuctibles won…but there were ALOT of booby traps the other team could activate to hault the enemies’ progess. Being able to destroy everything by satchel also kept the game to speed)
-Then I re-did Ginc’s Supplydepot map into a winter version ‘Supplydepot3’
and then I re-did it again with a ‘alpha blended terrain summertime version’ with fixed portals because #3 had FPS issues.
-I have made a bunch of tutorial maps, as you know…and I am working on a map that I will be releasing when I get it to the Beta ‘par’ .

I wish I had more time on my hands.

P.S.
I know that it is hard to get through the beginning stages of level-designing and if I can help someone else get through it easily(with the tools that I wish I had), then it makes the time I spent on tutorial maps… all worth while. :nod:
-Cheers

Edit:

Thanks for marking the ocean on my guestmap …hehe


(psyco_mario) #33

heh ocean lol… dont actully live there though :frowning:

BTW: All that skill and no proper releases :frowning:
ahh well :notworthy: anyway :slight_smile:


(EB) #34

Added:

#14 - using_paths.pk3 // Utilizing PATH entities

#15 - triple_construct.pk3 // Learn Multi-Stage Constructions

-Cheers :chef: www.spyjuice.com/ld.htm


(Kic) #35

Where to download all files now ?
Those I posted missing 3 pk3 - 1st_room , 1st_room_lights_doors and after_beginner_tutorial


(Magic) #36

Here you go…

EB`s Tutorials


(msx) #37

[QUOTE=Magic;278813]Here you go…

EB`s Tutorials[/QUOTE]

Thank you for posting a link to these and other files :slight_smile:


(EB) #38

cool…
if they ever get lost… email me:

eb 78 98 [@] hotm ail . co m
( of course you need to remove the spaces )