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Thread: Official WireMod construct map - PUBLIC BETA TEST

  1. #1
    That furred thing
    Black Phoenix has a spectacular aura about Black Phoenix has a spectacular aura about Black Phoenix's Avatar
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    Red face

    There's lack of good screenshots of all parts of map, sorry, I didn't have time to snapshot em all. I'd be glad if you could make some nice screenshots, and post them in thread. I'll put the best ones here.

    Tunnel


    The ramp thing is entrance to underground station. The house in far corner - entrance to the base.


    Train in overground circle.


    Spawn area, and 3 out of 4 visible piers. Teleport to underground base.


    Underground railroad cross, and my train over there.


    Standart button, and hazard-striped userbar thingy.


    See how easy it is to add wire user, and it's always facing where you need it.


    Part of build area and the train.

    These are really bad screenshots, they don't show 40% of the map

    Notes on launching rockets
    I usually thrust my rockets by 4 x 10k or 4 x 20k thrusters (depending on payload), 4 thrusters are on corners of bottom side. Smaller rocket can be thrusted by 4 x 5k. More thrust - the more "stable" it is, with such thrust you don't need stability systems.

    Standart launch procedure: put rocket on rocket elevator, elevate it into silo, open silo hatch, launch rocket, close, lower. Rocket elevators can be triggered with USE key.

    Rocket storage is over the spawners, you will see it. Press use to eject storage cell, put in a rocket, then press use on it again to make it go back into wall.

    Be careful with high rockets, you may break their tops (they are breakable to make ability to put something there, then release by breaking the rockets cargo part).

    The 3rd rocket acts really weird - just freeze it entirely, and weld parts ONE AFTER OTHER. Don't weld top and bottom for example.
    This rocket is multistage, you can see some space to put thruster on black circles (they are breakable by the way). You can freeze bottom, and drag top a bit to expose bottom of these circles for more advanced thruster placement.

    Notes on dynamic maze:
    Blocks are toggled by USE key.

    Map notes:
    It's pretty optimized, try spawning lots of digital screens on top, and go underground - you get no rendering, therefore no FPS lag.

    Known bugs
    Textures on tunnel-to-ground track exit are misplaced.
    Space has no gravity.
    Wall inside one of train tunnels.
    No userbars on secret entrance buttons.

    Train track map by CPF




    Please report all bugs you find, even simple ones as texture misplacements, or anything like that.
    Also you can post your suggestions for the map, and dedicated servers that use this map, if there are any.
    Remember, this is beta, it may be far from being completed and final release.
    Final version will be added to SVN, therefore pretty much all regular wire users will have it.
    I'm a wire-crazy person with a tail.

    Take a daily journey into my brain

    D2K5

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  2. #2
    Inactive M a r t i n is on a distinguished road M a r t i n's Avatar
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    (original idea by Martin Treial @ D2K5)[/b]
    Yup ^^
    Anyway yeah, you did an awesome job on the map, I always set my server on it whenever I start it, it's the best building map in my opinion, it doesn't lag, has sexy lightning and loads of cool features. I might not know much about wiremod, but I love this.
    [url="http://forums.d2k5.com/"][img]http://forums.d2k5.com/userbars/black/adminub.png[/img][/url]
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  3. #3
    andy1976uk
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    It's about time someone made full use of the 3 dimensions instead of making boring flat pancake maps, I love it and still exploring. How long did it take to make?

    Anyway, in a single word; "Godlike"

    Maybe you could try a spacebuild map next?
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  4. #4
    Inactive farrel is on a distinguished road farrel's Avatar
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    Now there's a map with some potential *nods* I like the features we're seeing here.

    The only possible 'bug' I really seem to have spotted is that one of the tunnels in the train track area... Just parallel to the down ramp track section from the surface loop... Seems to be blocked by a wall. It seems like it doesn't belong there, as it just blocks an otherwise normal seeming curve. There aren't any obvious buttons, suggesting it could be a door... Is it supposed to be a siding or is it just something that was overlooked?

    Otherwise, a few things that might help.

    The map is huge... perhaps a few teleports to get around the track and from one major area to the next to save on legwork / flying long distances on noclip mode.

    Would it be possible to make the bank of the lake to one side of the water sloped, rather than having both sides stepped? Just so you could have a submersible vehicle that can roll out of the water without having to be lifted.

    Another neat area might be an underground submarine pen, if you'd fancy trying to make it.

    All in all, a fantasic map... I love that the lighting isn't as glaring as other maps of it's kind.

    Steps up to the storage racks in the silo area would be handy.. or perhaps buttons to open them from ground level... Just in case a server doesn't run with noclip on.

    Oh, one last thing is that some doors with buttons on both sides, don't have user bars on both sides... Not a big issue, but they're a great feature :3

    Otherwise? Love it!

    Oh, it might be a nice touch to border the grassy bit with a low wall, just so you're not looking out onto skybox from the edge of a cliff / invisible wall. Just a thought.

    I'm definately gonna make this my standard map for playing on.
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  5. #5
    andy1976uk
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    I think we need a ratings system like on FPS, this is most definately worthy of a few hundred "Mapping Kings".

    Anyway, yeah, submarine pen sounds like good idea - some way to access all that subterranean goodness from inside the lake itself perhaps

    Perhaps you could have another elevator shaft, but insanely long, or maybe series of shafts, that would take the map to the extreme of Y axis (maybe 10,000 units deep? - leave lots of space above the grass for plane builders though). I don't know whether this would cause lag...

    Other than that, maybe you could add an extra elevator call button to the outside of the house on the grass, otherwise it's like you have to lean to reach the button.

    Edit: Perhaps <= 7000 deep shaft would make more sense, it&#39;s still quite a lot (almost 600ft) and plane builders would still have 25k+ above the grass to play with, maybe you could have 2 elevators next to each other; a small personal one and a larger cargo one....the shaft(s) could also be useful for people who want to experiment with climbing robots

    Also, maybe you could put a small advert on it for wiremod.com before uploading to FPS and garrysmod.org
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  6. #6
    Lurker dark12222000 is on a distinguished road dark12222000's Avatar
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    Loved the map, but add more for the water area. I mean, the actual water is fine, but...add in caves and a water construct (over-water shed with lowering floor?)
    "Words offer the means to meaning, and for those who will listen, the enunciation of truth." - V for Vendetta
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  7. #7
    Inactive ubercowman is on a distinguished road ubercowman's Avatar
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    IT IS GREAT!
    I haven&#39;t even explored the whole thing yet.
    There is one part of the train track that is glitched.
    If you take the teleporter and face the train tracks and go left at the front one you will eventually run into a wall. If you noclip you can see the other side. I am no expert at Hammer but I accedently removed a button and had to restart the level. Is there a way you could make the buttons and other things like the elevators un-removable. That would be great. Keep it up guys!
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  8. #8
    Azu
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    Where&#39;s the train?
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  9. #9
    Inactive ubercowman is on a distinguished road ubercowman's Avatar
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    Where&#39;s the train?[/b]
    You have to build one I think
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  10. #10
    Wire Aficionado
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    Looking good. Just out of curiosity .. how long did this thing take to compile and on what hardware? Lots of lights + the entire grid .. I can only imagine this must have taken forever.

    "Can&#39;t smartsnap on rockets, therefor it&#39;s not that easy to place thrusters in a stable way. (need that feature sad.gif )"
    Yes you can.. or at least I could. I smart snapped my rocket just fine.
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