[SP] Convergent Breakout
Quote from ZeepaAan on June 7, 2011, 4:34 pmOkay, I'll compile it and try it out
EDIT: I tried it and I could see all of them except the left one, copied from your map.
Okay, I'll compile it and try it out ![]()
EDIT: I tried it and I could see all of them except the left one, copied from your map.
Quote from Lawton on June 10, 2011, 1:53 pmSame problem as ZeepaAan. I still managed to complete it by looking at a walkthrough and walking on the invisible walkway.
Same problem as ZeepaAan. I still managed to complete it by looking at a walkthrough and walking on the invisible walkway.
Quote from FourthReaper on June 10, 2011, 6:32 pm@Lawton: Wait, you mean you have the problem, even in version 1.1? Damn, I guess I didn't fix it, did I?
@Lawton: Wait, you mean you have the problem, even in version 1.1? Damn, I guess I didn't fix it, did I?
Quote from Lawton on June 12, 2011, 1:01 pmYes, I mean version 1.1. I got the same results as ZeepaAan on the test map as well, so I'm not sure what the problem is.
Yes, I mean version 1.1. I got the same results as ZeepaAan on the test map as well, so I'm not sure what the problem is.
Quote from FourthReaper on June 12, 2011, 5:23 pm@Lawton: Have you tried out the simple map I map for ZeepaAan a few posts earlier? I wonder if you can see (one of the) walkways there.
@Lawton: Have you tried out the simple map I map for ZeepaAan a few posts earlier? I wonder if you can see (one of the) walkways there.
Quote from Lawton on June 13, 2011, 3:44 pmSorry if I didn't make myself clear.
Lawton wrote:I got the same results as ZeepaAan on the test map as well, so I'm not sure what the problem is.What I meant by that, was I downloaded test_map.vmf and could only see the second and third walkways and what appeared to be the shadow of the first (still invisible).
Sorry if I didn't make myself clear.
What I meant by that, was I downloaded test_map.vmf and could only see the second and third walkways and what appeared to be the shadow of the first (still invisible).
Quote from xdiesp on June 16, 2011, 8:54 amThere have been other maps with the same problem, iirc it's caused by some custom props not everybody has. Maybe you could include those in a vpk.
There have been other maps with the same problem, iirc it's caused by some custom props not everybody has. Maybe you could include those in a vpk.
Quote from FourthReaper on June 16, 2011, 3:42 pm@xdiesp: Okay, now I'm really confused. I didn't use any custom material, of any kind, and I don't see any difference with the default prop_statics (as far as keyvalues go) since version 1.1.
I'm clueless. So if anyone at all, experiencing this problem, feels like opening up my vmf and spot the problem, feel free. I'd credit you in an update, of course.
@xdiesp: Okay, now I'm really confused. I didn't use any custom material, of any kind, and I don't see any difference with the default prop_statics (as far as keyvalues go) since version 1.1.
I'm clueless. So if anyone at all, experiencing this problem, feels like opening up my vmf and spot the problem, feel free. I'd credit you in an update, of course.
Quote from Cnone on July 25, 2011, 1:03 pmGreat map! 5/5
[spoiler]Especially the ambiance and such things make the map cool. Washing the cube was good and seeing skeleton turret was original for me.[/spoiler]
Great map! 5/5






