dod_Merderet_OH (Source)

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dod_Merderet_OH (Source)

Postby Tonedef on Fri Apr 08, 2005 8:05 am

Now I know how some people are about remakes, but hey it is good practice.

BTW:OH is my clan, I put it at the end to prevent any problems if VALVe where to release a Merderet :)

With that said, I have begun working on a Source version of Merderet as, with the release of Sturm, it seems to have lost official support and most likely will not be in the release. So for those who like Merderet more than Sturm, here are some SS. Mind you, I am keeping it as true as possible. t is currently being built using CS:S (NOT BEING RELESED FOR IT THOUGH). After DoD:S is released I will make the appropriate changes and then release it.

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Any and all crits are ENCOURAGED, please crit. me! :p Things can only get better if you do.

And yes I have noticed and already fixed the missing texture on the screen of the broken wall and the backwards sky.
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Postby wiggle987 on Fri Apr 08, 2005 8:24 am

hmm has a kind of WW2 feel about it (im too lazy to read your description, so hopefully im right)

also perhaps a 3d skybox please?
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Postby Tonedef on Fri Apr 08, 2005 8:33 am

Lol...I didn't type much, but yes it is a remake of a DoD level (so WW2). As for Skybox, that will be the last thing I do, but it is planned. This map is only about 83% done with basic geometry...still need to do decal/overlays, props, perm. lighting, and displacements to destroyed walls (like the 1st thumbed pic).
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Postby DarkMortar on Fri Apr 08, 2005 8:51 am

83% done! gez can oyu get more exact?
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Postby wiggle987 on Fri Apr 08, 2005 8:55 am

Tonedef wrote:Lol...I didn't type much, but yes it is a remake of a DoD level (so WW2). As for Skybox, that will be the last thing I do, but it is planned. This map is only about 83% done with basic geometry...still need to do decal/overlays, props, perm. lighting, and displacements to destroyed walls (like the 1st thumbed pic).


true i tend to leave my skybox till last (i knew merdet sounded familiar :P)

anyhoo oshould be a good one, take a look at signy's soundscape tutorials, i have a theory if you bspzip your custom soundscape.txt file then it should work without overwriting other people's soundscapes, although i could be wrong
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Postby Tonedef on Fri Apr 08, 2005 9:44 am

DarkMortar wrote:83% done! gez can oyu get more exact?


LOL...probably not.
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Postby wiggle987 on Fri Apr 08, 2005 10:47 am

83.5?
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Postby Tonedef on Fri Apr 08, 2005 11:42 pm

well in that case it is about 83.1845672% complete...seriously...I just rounded.
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Postby Tonedef on Sat Apr 09, 2005 1:42 am

Also, I was wondering if any of you know how to make sound interact with the enviroment i.e. echo in a hall or empty space...like in HL2.
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Postby Swatje on Sat Apr 09, 2005 8:05 am

nope

this mod based and you would have to make your own sounds and own textures

Make a echoed sound of a footstep
Copy the woodenfloor texture or something else you want
Make shure that copy uses the footstep sound instead of the normal sound
Use in map...


I think ull have to create a new material type... so that won't be possible i think
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Postby wiggle987 on Sat Apr 09, 2005 8:37 am

Swatje wrote:nope

this mod based and you would have to make your own sounds and own textures

Make a echoed sound of a footstep
Copy the woodenfloor texture or something else you want
Make shure that copy uses the footstep sound instead of the normal sound
Use in map...


I think ull have to create a new material type... so that won't be possible i think


or you can just use soundscapes, check the tutorials, i think if you change the number to what it corrisponds on the list then it should echo accordingly
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Postby Swatje on Sat Apr 09, 2005 10:43 pm

also with footsteps?
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Postby snufflez on Wed Apr 13, 2005 2:01 am

this was like my favorite map for DOD except for the place where people that spawned in the place thats not ur first screenie. forget which team that is
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