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major underscore

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Everything posted by major underscore

  1. That is all self-evident. What would be of interest is a list of maps that have already been approved as to be included in the map pack. I think a lot of people in the community would really appreciate getting this info and that it could spark some new life to the community's efforts to create DM maps pre-release (looking at this thread it should be obvious that not much is happening in that area right now...).
  2. I would also like to know this. Creating a map without the DM map editor is quite a bit of work, so knowing if it is worth the effort to create maps the hard way would certainly by appreciated by the community. Look at it this way: if people know what maps are to be included that would be an incentive for people to create more maps, which in turn would lead to more quality maps. As the situation is now, people have no real clue about where the bar is set.
  3. Ok, the upload seems to work fine now. This means I have uploaded a new Team Deathmatch map called... TDM Siege of Snake Farm Some basic info about the map: The attacking team is trying to take over the fortified Snake Farm in the desert. The defending team is trying to prevent that from happening (or to escape with their lives). Attackers: up to 16 players Defenders: up to 10 players The attackers should have an advantage in numbers to encourage an attack. The attackers weapon pickups are also designed to benefit a quick attack on the Snake Farm compound, while the defenders get an advantage if the attackers take too long to attack... Attacker vehicles available: Bandito Clover Defender vehicles available: Roadtrain BF Injection Tampa Neutral vehicles available: Stuntplane Weapons available: 9mm Desert Eagle Uzi Tec-9 Sawed-off shotgun Country rifle Here are some screenshots of the map. Some of the nitro pickups you see in the screenshots are player spawnpoints while other nitros are weapon pickups. Since I use quite a few vehicles on the map I hit the max player limit (32) so I had to do it this way... I hope to see some of the rest of you guys upload more maps soon.
  4. Race name: 8-Tracktion Short Hotknife Two other versions of the map are available for download: 8-Tracktion and 8-Tracktion Short. For your viewing pleasure I have created a video demo so that you can better understand what the map is all about. Enjoy!
  5. A good place to find this kind of info is in the Map Editor Manual.
  6. A thread on this topic was recently started by driver2. Take a look at it: http://forum.mtavc.com/viewtopic.php?t=18464 There are many good suggestions there that you will benefit from when you make your first map.
  7. major underscore

    My maps

    This would be an excellent topic to start, that is, when you have actually made at least one map to link to. And yes, the topic does seem a little useless for now. Please make some maps to make the topic less so.
  8. I have uploaded a Team DM map called Four_Tribes.map. There are *gasp* four tribes (Groves, Ballas, Vagos and Rifas) fighting over domination of the map. The map supports a maximum of 32 players and will most likely be most fun with many players since there are four teams. Each gang spawns in a separate part of the map and because of map symmetries no gang is at an advantage. Weapons included: 9mm Pistols, Uzis, Shotguns, AK-47s, Handgrenades, M4 and Rifle Health (one) and Armor (five) pickups are also available. A "special feature" that I included in the map is pickups with very short respawn time, for example one or a few seconds only. However, each pickup gives only a small amount of ammo or health, so it becomes important for the gangs to control these resources and to "farm" them in order to be able to dominate the other gangs in terms of firepower. The more powerful weapons (M4s and Rifles) are spawned in the middle of the map, where all the gangs are likely going to clash...
  9. That appears to be the case. For example, in the first column and third row, there is a skin picture called "bmyri (20).jpg", where '20' seems to be refering to model 20 in the peds.ide file. Since it also matches the description in the VCES list ("guy in sickly yellow shirt and dark trousers"), I would assume that the rest of the references are reasonably correct (several other picture names seems to verify that this is so, but since I did not create that page myself, do not blame me it some turn out to be incorrect... ).
  10. I found the descriptions in the list of skin IDs linked to above to be less than satisfying, so here is a link to a page with visuals of the skin IDs: GTA:SA Full visual actors ide number reference
  11. Here's a wild idea that could "solve" your problem, but I don't know if this is/will be supported: What you could possibly do is to add a health pickup at the same point as the spawnpoint in question and set the number of health points to be gained to a negative number. For example, if you want the person spawning there to have 5% health at the start, use -95 as the number of health points (hp) to be gained. You would also want to set the pickup respawn time to a suitable value to make it a once only pickup or at least to give the player a few seconds to make sure you don't kill the spawned player at start. If this is supported, you may however run into problems with players respawning, since the health pickup may not be active when a player respawns at that point...
  12. My first two DM-style maps have been uploaded. To the best of my ability they follow the map syntax suggested earlier for DM maps to be uploaded. LV Motel Massacre. A DM map based around a motel in Las Venturas. The motel and its surroundings have been improved and surrounded by a fence to ensure that no one gets out alive... Los Pistoleros. A DM pistol duel going down in the ghost town of Las Brujas in Bone County. Very simple scenario. The players meet in Las Brujas to settle the issue of who is the better gunslinger.
  13. Thank you. That helped a lot. The link for the IDs is also appreciated, although it would be nice to be able to see the players skins associated with each ID. One question though. I noticed that in the code you provided, there's no tag for the rotation of the on-foot player spawn points (like ), so that the direction in which a newly spawned player is facing is not explicit. I assume there is such a tag in the maps used and that we should include it in the maps that we submit? Something like this, in the general case: 151.831482 1362.633545 10.143716 -0.945000 0.000000 0.000000 0
  14. Can you be a little more specific as to what you envision the gameplay will be like in this DM map, when it is done? Availability of weapons (range, ammo, frequency of respawning)? Armor/health pickups? Number of players? Where will players spawn? Respawning allowed? Significant areas to control? There are many thing that we do not know. As a basic concept for a map it looks good and it is tough to give any real constructive thoughts about it at this point. One thing to consider is the dynamics of gameplay. How will the players react in game? Will they have multiple options (paths, strategies, etc.) available to them? Will the players benefit from cooperating (tactical alliances to defend pickups)? These are just some thoughts. I look forward to seeing some more DM map concepts from you, Adnan, and the rest of the posters on this topic.
  15. This question has been posted and answered before. The following threads could be useful to you: "diff vehicle spawning" (http://forum.mtavc.com/viewtopic.php?t=17876) "Spawnpoint Editor" (http://forum.mtavc.com/viewtopic.php?t=15796) I hope that this will be of help to you.
  16. I think this can be done. At the start put vehicle change pickups leading to one land path and one water path, so that the players can choose. Then find a place where you want to have the switch checkpoint. For the boat-to-monster truck switch: Use a ramp that sends the boat out of the water onto the land path. Make sure that the ramp (and any additional fencing that you may need) prevents the players who already have monster trucks to not be able to reach the boat vehicle change pickup. Perhaps this pickup can be placed some way up into the air. For the monster-to-boat switch: Plan the land path in such a way that players using monster trucks from the start have to go into water that is separated from the first boat water path. That way, players can't go back and pick up the boat vehicle change pickup again after taking the monster pickup. I hope that this makes sense and that it can be of some help to you.
  17. I understand what you're saying and there's nothing rude about it. There are a couple of jumps in the race that are not there in the original SA (one of those you can see in the pic with the trailer). However, I am sort of a minimalist when it comes to putting extra stuff into my races - the less the better. The way I see it, if you can make a good race without adding stuff, why do so? But sure, I see your point that this section is mainly about maps where many objects have been added. BTW, I have made a different map so time ago that might better suit your taste as well as this section: 8-Tracktion (http://center.mtasa.com/?p=race&r=5146), which is a custom 8-track race at the LV airport with plenty of objects added. I don't have any screenshots from it yet though.
  18. I have uploaded a new race called "East LS Bullet Points" to http://center.mtasa.com/?p=race&r=5312 and I would like some comments on the race. It is a race with Bullet sports cars through the East Los Santos area with some jumps. Is there anything that you think needs to be improved on this map? Some pics:
  19. I tried the map, but unfortunately the platform with all the spawnpoints failed to load so I started falling to the ground... With some editing of the map I got it to work, but seriously, 3 minutes of going up the stairs does become awfully repetetive. I would suggest that you place some objects other than just stairs (perhaps some bridge linking one flight of stairs to another?) to create some variation. The concept is fun though, so I would like to see an improved version of this map.
  20. I have noticed that the distance at which checkpoints are visible when testing my maps in the Map Editor is significantly less than when I play maps on servers. In other words, the draw distance for the checkpoints specifically is much less than that of other objects. This has become a major problem when testing my maps since I am now trying to make airplane races, where the checkpoints seem to appear almost out of nowhere when the player approaches them because of the great speed of the airplanes. (Yes, I can see them on the radar, but that really isn't much help.) I have tried to change the draw distance in the options of GTA:SA, but that doesn't help at all. Any suggestions?
  21. I agree. There are six objects with piled logs: Cs_Logs03 [18565] Cs_Logs02 [18566] Cs_Logs04 [18567] Cs_Logs05 [18568] Cs_Logs01 [18569] Cs_Logs06 [18609] The can all be found here: Add element -> Create objects -> Browse -> structures -> Ramps.
  22. I would like to add to Hedning's post that you can find the IDs of vehicles in the vehicles.ide file found in the directory "/Rockstar Games/GTA San Andreas/data/". (open the file with Notepad or equivalent program) Alternatively you can find the IDs for the vehicles that you plan to use by setting the starting vehicle, saving the map and then opening the .map file and checking which ID is associated to the current vehicle. After noting that ID, change starting vehicle again in the map editor to find out more IDs. The first option would certainly be the easiest way to do this, but I just wanted to let both ways be known.
  23. The skycrane helicopter is called "Leviathan". To be very specific, these are the steps you need to go through: Race settings -> Set starting vehicle -> Browse -> Helicopters -> Leviathan then Add element -> Create spawnpoints -> (place the helicopter where you want it) P.S. What's up with your forum nick?
  24. Objects that you place (in the ocean, for instance) will be part of the race map that you create. They will be there when you run your custom race map. Edit: When in the map editor, you can test the map that you are creating by choosing "Test race". Then all the objects that you have placed should be there for you to interact with. Look here for more info on testing your race, etc.
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