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mge_training_v8_beta1
31
#31
0 Frags +

Process mid has been really fun for soldier v soldier so far, the spawns are annoying when your stuck in the ground for a couple seconds though.
Gpit B seems to have a way too low skybox.

Process mid has been really fun for soldier v soldier so far, the spawns are annoying when your stuck in the ground for a couple seconds though.
Gpit B seems to have a way too low skybox.
32
#32
3 Frags +

dave pls respond

dave pls respond
33
#33
-1 Frags +
kirbydave pls respond

Hi. Sorry, my computer has been frozen for the last few hours trying to compile this map. I was talking about the person that made the changes from v7 to v8 first of all; there's so many issues with it, such as invalid models and problems with the brushes. While I don't know everything about HAMMER, this is definitely not my first time using the program, and run across a lot of errors in that time, but never have I been able to break the brush cap (it's ridiculously large). I don't see how the original maker was able to compile it because he broke the brush cap, which causes any normal copy of Source Multiplayer SDK to say that the file was not found every time you run the compiler.

If you don't want me fixing these bugs, just tell me and I can cancel my compilation to save my cpu cycles.

[quote=kirby]dave pls respond[/quote]
Hi. Sorry, my computer has been frozen for the last few hours trying to compile this map. I was talking about the person that made the changes from v7 to v8 first of all; there's so many issues with it, such as invalid models and problems with the brushes. While I don't know everything about HAMMER, this is definitely not my first time using the program, and run across a lot of errors in that time, but never have I been able to break the brush cap (it's ridiculously large). I don't see how the original maker was able to compile it because he broke the brush cap, which causes any normal copy of Source Multiplayer SDK to say that the file was not found every time you run the compiler.

If you don't want me fixing these bugs, just tell me and I can cancel my compilation to save my cpu cycles.
34
#34
-5 Frags +

I don't think anyone asked you for help Dave_

I don't think anyone asked you for help Dave_
35
#35
5 Frags +

gravel pit b seems pointless but it's good, good choice of maps, i think they chose maps that are going to be sticking around for multiple seasons which is good :) would love to see gullywash 2nd though

gravel pit b seems pointless but it's good, good choice of maps, i think they chose maps that are going to be sticking around for multiple seasons which is good :) would love to see gullywash 2nd though
36
#36
6 Frags +

Suggestion: Remove the spawns on high-ground (roof for gpit, crates for process)

edit: you can't move for like 2 seconds if you spawn on the process crates or the mini roof above forward spawn and sewers

Suggestion: Remove the spawns on high-ground (roof for gpit, crates for process)

edit: you can't move for like 2 seconds if you spawn on the process crates or the mini roof above forward spawn and sewers
37
#37
5 Frags +

Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.

http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp

Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.

http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp
38
#38
0 Frags +
LangeDave and I are hugging it out via steam. No need for more drama or hate.

On a side note: how did you increase the maximum amount of arenas from 15 to like 18(?) what it is now?

[quote=Lange]Dave and I are hugging it out via steam. No need for more drama or hate.[/quote]

On a side note: how did you increase the maximum amount of arenas from 15 to like 18(?) what it is now?
39
#39
26 Frags +

Remove waste - put process 2. Gpit C is probably more valuable than B because people are constantly flooding into C having scrappy ass DM fights whereas B is typically coordinated pushes one after the other. Just my 2 cents. Thanks lange for all your hard work!

Remove waste - put process 2. Gpit C is probably more valuable than B because people are constantly flooding into C having scrappy ass DM fights whereas B is typically coordinated pushes one after the other. Just my 2 cents. Thanks lange for all your hard work!
40
#40
3 Frags +

Dave, when you decompile a map it doesn't do it perfectly. A lot of the brush errors you are experiencing are likely the result of the decompile process, and not present in the original vmf. (it can happen with decompiling valve maps too)

Dave, when you decompile a map it doesn't do it perfectly. A lot of the brush errors you are experiencing are likely the result of the decompile process, and not present in the original vmf. (it can happen with decompiling valve maps too)
41
#41
0 Frags +

Are you guys ever gonna fix grey bridge and porch on spire?

Are you guys ever gonna fix grey bridge and porch on spire?
42
#42
-2 Frags +

am i the only one that likes waste?
;_;

EDIT: I also really want an ammomode_(MGE)-like arena with realistic terrain but no edgable cover, think if you had viaduct without the weird cubbies or signs or shacks

sorry for the off-topic spew but it's something I've been thinking about for a while

I'm not the greatest at mapping (the only complete map I've made was bunkalow) but I'd be willing to help out with stuff like that

am i the only one that likes waste?
;_;

EDIT: I also really want an ammomode_(MGE)-like arena with realistic terrain but no edgable cover, think if you had viaduct without the weird cubbies or signs or shacks

sorry for the off-topic spew but it's something I've been thinking about for a while

I'm not the greatest at mapping (the only complete map I've made was bunkalow) but I'd be willing to help out with stuff like that
43
#43
0 Frags +
ndustAre you guys ever gonna fix grey bridge and porch on spire?

What's wrong with the two?

PheeshDave, when you decompile a map it doesn't do it perfectly. A lot of the brush errors you are experiencing are likely the result of the decompile process, and not present in the original vmf. (it can happen with decompiling valve maps too)

Yeah, I was talking to lange about that; it took a lot to get my decompiled version to be semi-working. Just got the files from justin, edited some stuff, and had him compile it (my HAMMER won't compile properly for some reason on his map).

PlatinumRemove waste - put process 2. Gpit C is probably more valuable than B because people are constantly flooding into C having scrappy ass DM fights whereas B is typically coordinated pushes one after the other. Just my 2 cents. Thanks lange for all your hard work!

Yeah, it'd be nice to have Gpit C instead. I could probably be lazy and decompile an ammomod map from the kammomod days and take gpit out of it if I really wanted to (or just take the map).

[quote=ndust]Are you guys ever gonna fix grey bridge and porch on spire?[/quote]
What's wrong with the two?


[quote=Pheesh]Dave, when you decompile a map it doesn't do it perfectly. A lot of the brush errors you are experiencing are likely the result of the decompile process, and not present in the original vmf. (it can happen with decompiling valve maps too)[/quote]
Yeah, I was talking to lange about that; it took a lot to get my decompiled version to be semi-working. Just got the files from justin, edited some stuff, and had him compile it (my HAMMER won't compile properly for some reason on his map).

[quote=Platinum]Remove waste - put process 2. Gpit C is probably more valuable than B because people are constantly flooding into C having scrappy ass DM fights whereas B is typically coordinated pushes one after the other. Just my 2 cents. Thanks lange for all your hard work![/quote]
Yeah, it'd be nice to have Gpit C instead. I could probably be lazy and decompile an ammomod map from the kammomod days and take gpit out of it if I really wanted to (or just take the map).
44
#44
0 Frags +
Dave_Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.

http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp

dave the map isnt working for me all i see is black

[quote=Dave_]Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.

http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp[/quote]

dave the map isnt working for me all i see is black
45
#45
2 Frags +
flippersDave_Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.

http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp

dave the map isnt working for me all i see is black

You need sourcemod to play the map, otherwise the spawns won't work.

Also, as of now, gpit B has been replaced with gpit C (from am_variety_b10). The spawns just need to be added in. And we're considering replacing koth_waste_mid (somewhere down the line) with dm_whiskas (depends) (just the HP/ammopacks will be removed). The water in whiskas will probably be removed unless someone says otherwise.

http://files.gamebanana.com/img/ss/maps/_26598-.jpg

http://files.gamebanana.com/img/ss/maps/_26599-.jpg

[quote=flippers][quote=Dave_]Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.

http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp[/quote]

dave the map isnt working for me all i see is black[/quote]

You need sourcemod to play the map, otherwise the spawns won't work.





Also, as of now, gpit B has been replaced with gpit C (from am_variety_b10). The spawns just need to be added in. And we're considering replacing koth_waste_mid (somewhere down the line) with dm_whiskas (depends) (just the HP/ammopacks will be removed). The water in whiskas will probably be removed unless someone says otherwise.
[img]http://files.gamebanana.com/img/ss/maps/_26598-.jpg[/img]
[img]http://files.gamebanana.com/img/ss/maps/_26599-.jpg[/img]
46
#46
2 Frags +

instead of dm_whiskas you should put in gullywash second :)

or turris, turris is fun as fuck.

instead of dm_whiskas you should put in gullywash second :)

or turris, turris is fun as fuck.
47
#47
3 Frags +
Saltysally1instead of dm_whiskas you should put in gullywash second :)

or turris, turris is fun as fuck.

Do you -frag yourself or do people just follow you and your posts?

[quote=Saltysally1]instead of dm_whiskas you should put in gullywash second :)

or turris, turris is fun as fuck.[/quote]

Do you -frag yourself or do people just follow you and your posts?
48
#48
3 Frags +

#41 roamer vs roamer 1v1 roof battles all day at B

#41 roamer vs roamer 1v1 roof battles all day at B
49
#49
19 Frags +

I think plat's suggestion from another thread could be worked as an improvement. Also, idk if people will like, but what about respawning both players when one get killed? It helps to prevent people exploiting the key points like high grounds (f.e. when you're on top of high pipe in Gran Last, the opponent will respawn with a height disadvantage and will also cost him HP to get at the same level).

I think plat's suggestion from another thread could be worked as an improvement. Also, idk if people will like, but what about respawning both players when one get killed? It helps to prevent people exploiting the key points like high grounds (f.e. when you're on top of high pipe in Gran Last, the opponent will respawn with a height disadvantage and will also cost him HP to get at the same level).
50
#50
0 Frags +
procyonI think plat's suggestion from another thread could be worked as an improvement. Also, idk if people will like, but what about respawning both players when one get killed? It helps to prevent people exploiting the key points like high grounds (f.e. when you're on top of high pipe in Gran Last, the opponent will respawn with a height disadvantage and will also cost him HP to get at the same level).

+1

[quote=procyon]I think plat's suggestion from another thread could be worked as an improvement. Also, idk if people will like, but what about respawning both players when one get killed? It helps to prevent people exploiting the key points like high grounds (f.e. when you're on top of high pipe in Gran Last, the opponent will respawn with a height disadvantage and will also cost him HP to get at the same level).[/quote]+1
51
#51
0 Frags +
procyonI think plat's suggestion from another thread could be worked as an improvement. Also, idk if people will like, but what about respawning both players when one get killed? It helps to prevent people exploiting the key points like high grounds (f.e. when you're on top of high pipe in Gran Last, the opponent will respawn with a height disadvantage and will also cost him HP to get at the same level).

+1
thanks for adding process. i really wanted to play that map on mge
would be cool to remove waste seeing how old the map is and replace it for another one

[quote=procyon]I think plat's suggestion from another thread could be worked as an improvement. Also, idk if people will like, but what about respawning both players when one get killed? It helps to prevent people exploiting the key points like high grounds (f.e. when you're on top of high pipe in Gran Last, the opponent will respawn with a height disadvantage and will also cost him HP to get at the same level).[/quote]
+1
thanks for adding process. i really wanted to play that map on mge
would be cool to remove waste seeing how old the map is and replace it for another one
52
#52
1 Frags +

I tried the process mid and I really liked it. Only problem was some spawns (particularly ones not on the ground, but on a roof or crate) cause me to be stuck for a second or two, unable to move. Kind of annoying, but otherwise it was great.

I tried the process mid and I really liked it. Only problem was some spawns (particularly ones not on the ground, but on a roof or crate) cause me to be stuck for a second or two, unable to move. Kind of annoying, but otherwise it was great.
53
#53
7 Frags +

Not sure about adding gravelpit B, not interesting for sold v sold, but might be good for scout v scout or demo v scout.
---

Here are a few (probably) unknown arena's that I really would like to see added on the current version of MGE:
Duel_trainyard_cool

http://cloud.steampowered.com/ugc/559830844667127354/BBED6DB073157F9E4065E7BB76068CFBFABA45BE/

Found this map here first: http://youtu.be/nLxY4UYmnX0
My friend Mark (Honeymustard) removed the skybox limit and added this map to the MGE map. I added some spawns.

Granary_ultimate

http://cloud-2.steampowered.com/ugc/559830844667132466/34625AEB13DBFD0C4C6001F5C5BFEE0D610DEFC1/

I'm not sure who created this map, it was already present in Am_variety and I just added the MGE spawns to it.

Maze

http://cloud-2.steampowered.com/ugc/559830844667135128/82B91A315A92BF7809774E807A58C600EE47D50F/

Same as Granary_ultimate, not sure who actually created this map, just added MGE spawns to it.

These 3 are my personal favourite mge arena's. I have played all three of them a lot with Mike (MGE hero Mike) with great results.
Duel_trainyard_cool - Unique geometry which creates different playstyle. In the original version there is a small healthpack in the middle, it creates some interesting gameplay but I'm not sure if it should be kept.
Granary_ultimate - This version of granary is much more fun than the standard granary in my opinion. The crate are closer to eachother which makes the gameplay faster, and you can still do doublejumps if needed.
Maze - Playing this arena a few times with Mike was really interesting. Because there are a lot of different platforms it is much harder to predict where your oponent will strafe to, and just playing on the platforms creates an unique playstyle so different from- let's say spire.

p.s. here are some pics from Gravelpit_C, Badlands_dirty and duel_duel that might also be interesting to add:
*NOTE I DID NOT CREATE THESE MAPS I JUST ADDED MGESPAWNS FOR THEM*

http://cloud.steampowered.com/ugc/559830844667138073/6465E796F8739FD6188AD27B25227054E5B0937F/

http://cloud-2.steampowered.com/ugc/559830844667140509/AC4192035E6D6A4B8FDCDCFF4714DE3B6695C947/

http://cloud-2.steampowered.com/ugc/559830844667129791/E18237031D166EB701B8CFE87BBD45AAC8BED241/

Not sure about adding gravelpit B, not interesting for sold v sold, but might be good for scout v scout or demo v scout.
---

Here are a few (probably) unknown arena's that I really would like to see added on the current version of MGE:
[b]Duel_trainyard_cool[/b]
[img]http://cloud.steampowered.com/ugc/559830844667127354/BBED6DB073157F9E4065E7BB76068CFBFABA45BE/[/img]
Found this map here first: http://youtu.be/nLxY4UYmnX0
My friend Mark (Honeymustard) removed the skybox limit and added this map to the MGE map. I added some spawns.

[b]Granary_ultimate[/b]
[img]http://cloud-2.steampowered.com/ugc/559830844667132466/34625AEB13DBFD0C4C6001F5C5BFEE0D610DEFC1/[/img]
I'm not sure who created this map, it was already present in Am_variety and I just added the MGE spawns to it.

[b]Maze[/b]
[img]http://cloud-2.steampowered.com/ugc/559830844667135128/82B91A315A92BF7809774E807A58C600EE47D50F/[/img]
Same as Granary_ultimate, not sure who actually created this map, just added MGE spawns to it.

These 3 are my personal favourite mge arena's. I have played all three of them a lot with Mike (MGE hero Mike) with great results.
[b]Duel_trainyard_cool[/b] - Unique geometry which creates different playstyle. In the original version there is a small healthpack in the middle, it creates some interesting gameplay but I'm not sure if it should be kept.
[b]Granary_ultimate[/b] - This version of granary is much more fun than the standard granary in my opinion. The crate are closer to eachother which makes the gameplay faster, and you can still do doublejumps if needed.
[b]Maze[/b] - Playing this arena a few times with Mike was really interesting. Because there are a lot of different platforms it is much harder to predict where your oponent will strafe to, and just playing on the platforms creates an unique playstyle so different from- let's say spire.


p.s. here are some pics from Gravelpit_C, Badlands_dirty and duel_duel that might also be interesting to add:
*NOTE I DID NOT CREATE THESE MAPS I JUST ADDED MGESPAWNS FOR THEM*
[img]http://cloud.steampowered.com/ugc/559830844667138073/6465E796F8739FD6188AD27B25227054E5B0937F/[/img]
[img]http://cloud-2.steampowered.com/ugc/559830844667140509/AC4192035E6D6A4B8FDCDCFF4714DE3B6695C947/[/img]
[img]http://cloud-2.steampowered.com/ugc/559830844667129791/E18237031D166EB701B8CFE87BBD45AAC8BED241/[/img]
54
#54
7 Frags +

Also amphi in TF2 might be interesting to have for soldier v soldier? If someone would have the motivation to rebuild this map and make it playable for MGE it might be a cool experience to play, but I can't tell for sure.

http://cloud.steampowered.com/ugc/559830844638092656/41866FF99A5B5D72A0AC9E34F319E81E5F431A59/

Also [i]amphi[/i] in TF2 might be interesting to have for soldier v soldier? If someone would have the motivation to rebuild this map and make it playable for MGE it might be a cool experience to play, but I can't tell for sure.

[img]http://cloud.steampowered.com/ugc/559830844638092656/41866FF99A5B5D72A0AC9E34F319E81E5F431A59/[/img]
55
#55
1 Frags +

i like these a lot
anything to get more DM-friendly arenas than the existing chokey and hidey-holey ones would be awesome

i like these a lot
anything to get more DM-friendly arenas than the existing chokey and hidey-holey ones would be awesome
56
#56
0 Frags +
PlatinumRemove waste

Yes.

Platinumput process 2

YES.

Can I download the plugins/mod/whatever so I can run beta1 or beta2 on my personal server?

[quote=Platinum][b]Remove waste[/b][/quote]
Yes.
[quote=Platinum][b]put process 2[/b][/quote]
YES.


Can I download the plugins/mod/whatever so I can run beta1 or beta2 on my personal server?
57
#57
0 Frags +

gpit c and lava arena look great, i find duel_duel very unnecessary.
badlands_should be renamed as badlands_ultimate just like granary_ultimate.
i'd like to play cp_spireking_fullresup in mge.

thank you guys for all your effort put in this :)

gpit c and lava arena look great, i find duel_duel very unnecessary.
badlands_should be renamed as badlands_ultimate just like granary_ultimate.
i'd like to play cp_spireking_fullresup in mge.

thank you guys for all your effort put in this :)
58
#58
-1 Frags +

Bring back trampoline!!!

Bring back trampoline!!!
59
#59
-9 Frags +

Blands last(?), warmfront mid, snakewater last would be nice additions.

Also, would areas such as diagonal on blands or granary yard be good addition or is mge focused on point battles?

Blands last(?), warmfront mid, snakewater last would be nice additions.

Also, would areas such as diagonal on blands or granary yard be good addition or is mge focused on point battles?
60
#60
2 Frags +

Imo turris is the most needed map. Idk how you could put in the control point, but honestly even if you didn't have that and just made it regular MGE with the relatively quick resupplies it would be cool. People would just stand on the point area anyway.

Imo turris is the most needed map. Idk how you could put in the control point, but honestly even if you didn't have that and just made it regular MGE with the relatively quick resupplies it would be cool. People would just stand on the point area anyway.
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