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#1 2010-03-06 11:48:03

kaviar
-@dm

ut4_halo_jump_b1

ut4_halo_jump_b1



Map Maker: W@rr!or

Release Date: 2010-03

Number of jumps: 15

Difficulty: Average

File: ut4_halo_jump_b1.pk3

Size: 5.1 MB

About it:



Screen shots:
http://img27.imageshack.us/img27/858/image2dmm.jpg

http://img59.imageshack.us/img59/3292/image1bb.jpg


Preview:

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#2 2010-03-06 11:52:31

X-RaY
Moderator

Re: ut4_halo_jump_b1

This map is nothing compared with creazyjumps or jumptheworld, both of Warrior.
This map is Soo much better, it has a great design, nice liquids and glass.

Theme is from the game 'Halo'

(Size is 5.4 in stead of 5.1
and on top, the prefix is: uut4_ , should be ut4_  x)

Last edited by X-RaY (2010-03-06 11:53:35)


“Don’t judge everyone else by your limited experience.” - Carl Sagan

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#3 2010-03-06 14:42:21

BadFurDay
Moderator

Re: ut4_halo_jump_b1

Looks about 100000x more beautiful than creazyjump, so that's good.

And the jumps are way more well thought.


But damn it, overjumps! Everywhere! I just spent about 1h on this map, 50 minutes of which were spent overjumping over and over a couple jumps, particularly the final one. Blergh.

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#4 2010-03-06 14:58:19

Locks
Member

Re: ut4_halo_jump_b1

I <3 this map, it's a very good map and the design is beautiful!!
Thanks warrior

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#5 2010-03-06 15:24:48

raMPage
Map maker

Re: ut4_halo_jump_b1

yea this map is nice and tricky

needs a couple more respawn point at jump 5 and others but its goood


https://soundcloud.com/beatsbydali (1107 followers)

R.I.P Urban Terror xoxo Driller

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#6 2010-03-07 08:12:52

Anomaly
Jumper

Re: ut4_halo_jump_b1

great map. looks very good and plays very good. loved it. idk if its a pro map but still a little difficult tongue


6th|Anomaly!

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#7 2010-03-07 08:16:52

X-RaY
Moderator

Re: ut4_halo_jump_b1

Nah, not a promap...
About average, you can still overjump dramatically wink


“Don’t judge everyone else by your limited experience.” - Carl Sagan

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#8 2010-03-07 12:35:58

Moonie
Moderator

Re: ut4_halo_jump_b1

It has issues with its shaders. 

Basically he ripped off in-game assets and altered them without renaming the shader.  So you may see missing textures in game while playing it.

YMMV.


Will replace with something useful, someday. smile

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#9 2010-03-07 13:40:19

Warrior
Map maker

Re: ut4_halo_jump_b1

Moonie wrote:

It has issues with its shaders. 

Basically he ripped off in-game assets and altered them without renaming the shader.  So you may see missing textures in game while playing it.

YMMV.

This is maybe the Skatordie shader, he send me some shader for this map, maybe i often to renamed some, but what sahder ? portal ? glass ? water ?

Tnx for your comment wink
ill try to fix this

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#10 2010-03-07 14:31:07

Moonie
Moderator

Re: ut4_halo_jump_b1

Broken Shader(s):

glass.shader

Basically, take every shader you use and put it in one big file called halojump.shader, then go through all the sahders and change textures/somedirectory to textures/halojump, but only for non game textures.  If you are using in game textures like that glass shader and want to edit it in some way, then change the reference, ie the first part of the shader, to something custom.

For example.

Wrong.

Code:

textures/glass/darkglass
                     {
                      qer_trans .5
                      surfaceparm trans
              surfaceparm solid

                      cull disable
                      {
                      map textures/effects/tinfx.tga
                      tcgen environment
                      blendfunc gl_one gl_one
                      rgbGen identity
                      }

                      {
                      map $lightmap
                      blendFunc gl_dst_color gl_zero
                      rgbgen identity
                      }
                      }

Right.

Code:

textures/halojump/darkglass
                      {
                      qer_editorimage textures/glass/darkglass
                      qer_trans .5
                      surfaceparm trans
              surfaceparm solid

                      cull disable
                      {
                      map textures/effects/tinfx.tga
                      tcgen environment
                      blendfunc gl_one gl_one
                      rgbGen identity
                      }

                      {
                      map $lightmap
                      blendFunc gl_dst_color gl_zero
                      rgbgen identity
                      }
                      }

All of sk8's shaders need changing if he used them in a map of his own and then you modified them in any way as they will conflict with his map.

Basically i assume you understand that if you copy a shader its a good thing to change the reference to your map and if you modify it in anyway you must do this.  Ideally all textures you use that arent game textures should be placed in a directory named the same as your map, so in this instance you would use halojumps for all your textures.  That way you wont cause any conflicts if you decide you want to change one of the textures.

If you really must keep them seperate for some reason use names like.

halo_glass or halo_surfaces or halo_liquids for the directories.

In a shader you dont necessarily need to reference a directory.  In my shaders i tend to use a virtual directory called mapname_sfx that only shows in gtkradiant and only contains shaders, ie, it doesnt contain any textures at all.  It references textures in the light stages, but the actual shader ref is virtual.  This may be a bit to complicated at this stage.

Last edited by Moonie (2010-03-07 14:32:11)


Will replace with something useful, someday. smile

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#11 2010-03-09 04:31:08

Anomaly
Jumper

Re: ut4_halo_jump_b1

lol x-ray, only reason i said that was because i was playing it on UrtJumpers Pro Jumpin wink


6th|Anomaly!

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#12 2010-03-09 05:37:36

X-RaY
Moderator

Re: ut4_halo_jump_b1

Haha, ok xD
yea, a lot of new maps get played on pro jumpin, wether it's a hard map or not xD


“Don’t judge everyone else by your limited experience.” - Carl Sagan

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