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 END OF ALL HOPE REDUX 
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[LAZY UPDATE]
ok so i've made a lot of changes from the last set of screen shots {which reminds me to get new screenshots}
the map is also using HINT brushes which is for more advanced mappers
even though i'm not one i still need to find ways get rid of lag, half of which was probably caused by windows media player
um non-noob mappers look up hint brushing tutorials
anyways,
i'v added secrets and more detail and more atmosphere.... kinda..... yeah just need to figure out env_fog but people in sven forums helped me out with that :D
all of this was like 3 days ago, hence lazy update
and the map development has been delayed for a while anyway cause of a small, but costly house fire, cause of how retarded i am and i have depression so its not a good combo, or atleast for the next like 4 days for me and i got over it :-D
and i have my depression under control anyway so i'm good
either way i'm gonna use different compile options for HLVIS <mappers know what that is> from fast to full so that means its gonna take an hour for the map to compile :cry:
but its all for the best and gets rid of a lot of lag
i think thats about it
working on the story line and using multi-managing counters for timed events
and then for the maps ending and possibly series .....? i have ideas for like 1 or two maps for a sequal, most likely two different outcomes from the eoahR giving it the feeling of a chose your own adventure game, one idea has no zombies but its a pretty cool idea i don't think has been tried before :wink:
MAP COMPLETION <BRUSHES>
||||||||||
MAP COMPLETION <STORY>
||||||||||

ide give it like 1-3 more weeks unless something comes up
also
i'm thinking about making a "fun" version of just zombies and secrets
and then the "story" version of no secrets but it incorporates the story i have planned {possibly might even get its own mod based of either PARANOIA or Spirit of Half-Life 1.7 source code} i have to work on my C++ though
[/LAZY UPDATE]

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Sat Jun 20, 2009 9:53 pm
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That long, vis has never taken more then like half a minute to finish, not even in compiling your eoah map. The 64 bit build of the tools are about 30% more efficient for me then the 32bit build of them, and bounces in rad are about 60-80% more efficient then the 32bit build of the tools.

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Sat Jun 20, 2009 10:48 pm
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well i don't have a 64 bit and when i had the chance of developing the map on a really good dual core computer <--- don't remember all the specs so don't ask ---->
it still took about 30 to 45 minutes with vis on full
so thats probably why, and this computer i'm on now sucks ass
plus i'm only doing 1 bounce and some other rad lighting options like direct scale 1 instead of default of 2, its faster and looks better, and more atmospheric
plus cartman
this map is big, like the download will be big with the music and models, {unless you have the original map the music won't be that bad to download then :wink: :wink: *hint hint*}
and plus i have to find a better way to close the map with walls cause right now i have a huge sky box around the entire map, for the atmosphere, but thats causing more lag, and i'm thinking about how to do not make it like that and not just a wall around the map like the original version was

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Sun Jun 21, 2009 11:00 am
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what's the patch count in rad?

As for the music, you can use mp3 files. lol, you can even use midi files in a map, although they would be a little quiet. Fmodex supports more audio formats then the HL sound engine does.

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Sun Jun 21, 2009 12:18 pm
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Quote:
Faces: 5482
Create Patches: 30451 base patches
Opaque faces: 0
Square feet: 349904 [50386196.00 square inches]
Base patches created: 30451 out of 65545 max. (46.5%)
Direct lights: 15

and i forgot about the fmodex thing
hehe
well the files are good quality and arent all that big

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Sun Jun 21, 2009 1:20 pm
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do you use any brush based texture lights in your map? they give better lighting then entity lights to and it doesn't take as long to process a tex light in rad then it does an entity light.

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Sun Jun 21, 2009 1:33 pm
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i'm not using any
plus the map is meant to be dark anyway
the only room id put some in is the medic room
which doing that is no big deal anyway
i'm not even worried about rad compile time as much as vis

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Sun Jun 21, 2009 2:15 pm
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HOLY FUCKING SHIT
I ADDED SOME "ENV_FOG" AND THIS MAP IS REALLY GONNA BE SWEET
AND NOW NO MORE NEED FOR A FULL SKYBOX AROUND THE MAP... cause you can't see it

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Sun Jun 21, 2009 3:21 pm
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MAP BRUSHES COMPLETED!!!!
||||||||||
now i can use ripent so i don't have to fuck with compiling the map over and over again
which is a bitch
ok update
env_fog makes this a really dark map
sorry i'm working on that
um with hlvis running of full
i got almost no lag
just every now and then but nothing really big issue, for slower computers
after about 6 months, with stopping for about a month or two between working on it, and using three different computers during the actual history of the development, if i work all this week, which won't happen, i should get it done by next saturday, but that won't happen :wink: so maybe two more weeks, unless i feel like getting this mother fucker done
damnit
i wish i know where that doodle is when i planned on the remake, it was nothing big though, just a small top-down drawing showing the walls of the base, and the idea i got with having rounded corners, i'll look for when i feel like not being lazy
um really i just need to work on some scripts for the ending which might take a while and some models i trying to make
i think thats it
now for screenshots
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Image<--- the alien jumped in on this one lulz
Image
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Image <--- looking down on the map from the snipers tower showing just how dark env_fog made the map
Image
updated xfire blog

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Mon Jun 22, 2009 10:11 pm
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MAP SCRIPTS
||||||||||
well today i just 90% of the scripts done w00t!!
but i need to change the timing cause if i don't
you have about 5 minutes of straight up xp whoring
i just need to get a camera working which is gonna be a bitch of trial and error which might just make me have it triggered at the begining of the map for testing purposes
expect a the beta release this weekend
if not sometime next week!!!
i'll soon be uploading all the necessary files that arent the map
soon to mediafire <---- free and fast
i now need to work on a credits
<----=====NOTE=====---->
IF YOU DOWNLOAD THE MAP AFTER ITS UPLOADED
MSG ME ON THE FORUMS TO BE INCLUDED IN THE TESTING CREDITS
THIS BETA RELEASE IS NOT MEANT FOR THE SERVER YET CART
IF YOU WANT TO, HOST YOUR OWN DEDICATED SERVER AND INVITE PEOPLE TO CHECK THE MAPS STABILITY
<----=====ENDNOTE=====---->

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Wed Jun 24, 2009 8:54 pm
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I could put it on my models server, leave it out of the mapcycle and the rtv plugin allmaps command.

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Wed Jun 24, 2009 10:03 pm
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THE BETA IS COMPLETED!!!!!!!
but because of the voices in my head and the mapping competition
i'm holding off releasing it ;)
i have new plans to make this a series and thats whats happening and i'm working on the next 2 maps right now
one is a transition map though more meant to be like a in-game movie.... sort-of
but it leads into the next map


[EDIT]yeah because of hammer and specifically hlbsp, hates me, i'm trashing the next 2 maps and will upload the map once i feel like waiting 4+ hours for the final map compile ;) [/EDIT]

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Mon Jun 29, 2009 10:24 am
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its about damn time i due the final compile
i'm not at home right now as to why it should be compiling right now
and if all goes well the map and all necessary files will be uploaded tonight unless i'm lazy or it fucks up

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Tue Aug 11, 2009 8:08 am
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ugh.......
Attachment:
sonofabitch.JPG
sonofabitch.JPG [ 8.05 KiB | Viewed 7077 times ]

tomorrow once i figure this out

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Tue Aug 11, 2009 2:54 pm
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Are you sure all of your monstermaker/squadmaker class entities have the correctly named monster class to spawn? you can try to check to see if you have any errors in there and do a entities only compile with csg, if you did a full compile before, you don't have to recompile the whole map.

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Tue Aug 11, 2009 6:26 pm
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