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Author Topic: Mapping for Slope  (Read 4431 times)

nonSENSE

  • September 2011
  • 1361 Posts
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« September 25, 2011, 03:14:42 PM » #131
Here are a few guidelines and pointers if you want to make a map for Slope. These are purely hints about the design of your map - for all technical advice related to the Hammer editor, contact one of our mappers.

How long should the map be?

Short to medium. The perfect length for a Slope map is slope_grassy.
Fact: Increasing the length of the slope does not make the map any harder; it only produces more lag. Since the falling props are only removed at the bottom of the slope, a long map will have a lot more entities existing at the same time.
That is not what we want!

How do I make the map more difficult then?

Be creative! Anything from
  • sand pits (that slow you down),
  • frozen areas (that make you lose control over your movement),
  • grids (think chain link fence that you have to walk over)
  • and traps (forcing you to dodge)
are welcome! You are of course not limited to elements on this list. Surprise us!

Any other things I should consider?
Your slope map needs to have a slope (obviously), but you can still experiment. Add floating platforms and moats maybe. Add trigger hurts or other traps.

You can test the map by using our skeleton gamemode: http://www.mediafire.com/?i1in6ig1byfiw83
If you need help downloading it then please click here.

Hope this helped!

« Last Edit: February 08, 2013, 10:06:48 PM by Willdy »

nonSENSE

  • September 2011
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« October 23, 2011, 01:19:47 AM » #400
Here is a sample VMF file for slope_grassy:

Persious

  • September 2011
  • 139 Posts
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« October 23, 2011, 02:05:27 AM » #401
Should help most people wanting to create a slope map. I like it much better by seeing the actual VMF file instead of getting tutorials about it. Hopefully people will start creating slope maps. Sadly I'm not going to do it as I personally SUCK at making it look good etc.

nonSENSE

  • September 2011
  • 1361 Posts
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« January 31, 2012, 07:19:00 PM » #586
Skeleton gamemode to test Slope maps

(Attachment removed by Willdy)

« Last Edit: February 08, 2013, 10:04:54 PM by Willdy »

Willdy

  • September 2011
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« February 01, 2012, 12:57:43 PM » #593
After seeing the interest in mapping and how much support the admins are willing to give, ill either have a go at mapping once I have finished my current job, or encourage someone else to map for the server :)

Mobon1

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  • February 2012
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« February 06, 2012, 10:15:22 PM » #776
 Maybe I'm retarded or something, but I can't find the actual map download  :P

nonSENSE

  • September 2011
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« February 06, 2012, 10:17:54 PM » #778

Mobon1

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  • February 2012
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« February 06, 2012, 10:21:09 PM » #779
It's up in this post as an attachment: http://moronyard.com/forums/index.php?topic=45.msg400#msg400

Or here the download link: http://moronyard.com/forums/index.php?action=dlattach;topic=45.0;attach=13

"It seems that you are not allowed to download or view attachments on this board."

nonSENSE

  • September 2011
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« February 06, 2012, 10:21:28 PM » #780
Fixing, 1 sec.

nonSENSE

  • September 2011
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« February 06, 2012, 10:23:21 PM » #781
Try it now.

Mobon1

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  • February 2012
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« February 06, 2012, 10:24:57 PM » #782

Dr. Lime

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  • September 2012
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« September 03, 2012, 05:21:42 AM » #4756
About the props spawning from the top of the hill, do I need to add any entities for it, or is that all LUA?
no

Chubbybones

  • November 2012
  • 27 Posts
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« February 02, 2013, 10:36:09 PM » #7122
Could we please get an updated testing gamemode for gmod 13, i can't seem to get this one to work.

Chubbybones

  • November 2012
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« February 07, 2013, 03:21:52 AM » #7237
Would it be okay if i updated the Testing gamemode to Gmod 13?

Stebbzor

  • September 2011
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« February 07, 2013, 03:42:29 AM » #7238
I had already updated it, I guess I forgot to update it on here. But go ahead.

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