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file Nobody's Levels

  • snowbody
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22 Oct 2009 00:39 #31
Thank you! Any problems with it?

I'll work on the level tomorow, shitloads of homework today.

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  • Perishingflames
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22 Oct 2009 01:00 #32
You had a bunch of overlapping brushes (=bad). Hastily fixed them.

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  • snowbody
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22 Oct 2009 01:16 #33
Oh. Didn't know. Thanks.

I guess it's just a matter of looking more carefully (but I didn't know it was a problem)

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  • speeddemonmarbla64
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22 Oct 2009 22:50 #34
lol

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  • snowbody
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28 Oct 2009 14:26 #35
NEW LEVEL RELEASED! Rate and download.

I deleted my last post so I wouldn't be considered a double poster.

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  • Ticket2Ride
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01 Nov 2009 11:17 #36
I suggest that you don't use asterisks in file names

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  • snowbody
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01 Nov 2009 15:35 #37
LOL sorry. For now could you just delete them in the mis and in the filename of the dif until I release another one?

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02 Nov 2009 04:02 #38
Am I actually supposed to end up inside the block? I'm terribly confused by this part of the level.

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  • snowbody
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02 Nov 2009 04:12 #39
I tried to make you confused. Glad it worked

No. You have to go around the block to the side opposite you when you first land with the gyro, then land on top of it. And no jumping over the SA's, there's an OOB trigger.

You CAN'T go inside the block...

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02 Nov 2009 04:26 #40
Nov 1, 2009, 8:12pm, nobody wrote:You CAN'T go inside the block...

I think he just did.

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  • snowbody
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04 Nov 2009 16:17 #41
Lol@pablo.

Ok, this is part of my interior. Again, I will repeat that this is NOT my final copy, as I am using it for testing purposes I would appreciate it if someone could upload the converted interior here so I can test it out. This will give me some ideas on what to add next, and what to fix. One more time, my level will be a LOT LESS UGLY AND LONGER!!!

localhostr.com/files/805de9/thecopy.csx Note: OLD, do not download.

Thanks.

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04 Nov 2009 16:45 #42
Upload as .map, not .csx. There's no need to use that file format at all.

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  • snowbody
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05 Nov 2009 00:33 #43
What's CXS even for?

Oh well, here it is: localhostr.com/files/b26cb3/nobodyscourse.map Note: OLD, don't download.

I don't care if five brushes don't work.

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  • snowbody
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07 Nov 2009 15:31 #44
*Bump.

I really need to test this interior. Nobody was on MSN. Anyone want to convert it, or provide a tutorial for me on how to convert it? It always bugs up.

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07 Nov 2009 16:42 #45
Ok, I got my QuArK to work, and opened the map. As is typical with your maps, there were a tremendous number of errors. They can't be fixed while keeping the level to one map, so my advice is to move each group of curves or brush-subtracted polys to a separate map.

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  • snowbody
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08 Nov 2009 16:57 #46
errors.

I deleted all the brush-subtracted faces, and the weird double tube, and left a tube made by Constructor with no modification except for hollowing, and a squarish object in place of the double tube. I also watched PF's tutorial and used the Pie Slices plugin to make a half-pipe.

So, I think that might've eliminated some of the errors. Even if it doesn't sound like it did, could you please at least give it a try?

localhostr.com/files/0a9bce/nobodyscourse.map

And again, it's NOT my final at all, just for testing purposes with the MP and all.

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08 Nov 2009 17:37 #47
Map2dif crashed again.

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  • Perishingflames
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08 Nov 2009 18:55 #48
Well I haven't tried converting, but I can almost guarantee it's not converting because this:



The top pipe, redo that using pie slices. As for the cylinder brush subtraction, those generally cause problems. You could try brush subtracting a pie slice cylinder into it, but I doubt that would have a different effect. Best solution is to try subtracting a cylinder with a much lower number of faces into it (6-12 preferable), may help.

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  • snowbody
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08 Nov 2009 22:17 #49
Sorry for all that trouble. I wasn't sure what you mean by the brush-subtracted poly. It probably isn't, but I redid the pipe anyways. See if this works: localhostr.com/files/c8eea0/nobodyscourse.map

EDIT: I feel like an idiot now...I used the subtraction with the pie slices instead of the cylinder.

Here's the map I'd like someone to convert: localhostr.com/files/14b538/nobodyscourse.map

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09 Nov 2009 01:21 #50
Map2dif crashed again.

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  • snowbody
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09 Nov 2009 02:29 #51
localhostr.com/files/0c2517/nobodyscourse.map

^^post got too dirty. And I wanted to bring this up. So I'll delete the one before it. THIS one shouldn't break....thanks for your time guys. Please convert it.

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09 Nov 2009 05:01 #52

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  • snowbody
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09 Nov 2009 05:31 #53
Thanks! Unfortunately, when I put it in, it says that an error has occured. check the console... Should I put it in interiors/mbp not just interiors?

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09 Nov 2009 05:58 #54
Putting it in interiors is fine.

Check the console.

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  • snowbody
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09 Nov 2009 06:12 #55
Oh. I put it in MBP and it worked great.

WOOT it looks good! I'm not so noobish now with the texturing. Now it's time to make another MAP to add onto this one.

But first I'm going to mess with the LE stuff.

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  • snowbody
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11 Nov 2009 02:55 #56
*bump* New level added. And it has an EE.

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  • HiGuy
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11 Nov 2009 17:12 #57
OMG I GOTTA TRY THAT LEVEL (Just watched vid, looks sweet )

This signature is real code
Code:
function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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  • snowbody
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15 Nov 2009 22:32 #58
*BUMP* You know, I released the level, is HiGuy the only one that saw it? I'd like some comments and it's been a couple days...

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  • snowbody
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27 Nov 2009 02:19 #59
*BUMP*

Almost finished with the mapping of my new level. I don't particularly want to finish it, then find an error, so I'll proof the level before making last-minute Constructor corrections. There's a confusing part but there's going to be a LE-created MP when I get around to it.

Cut to the chase.....could someone please convert this rough proof? *hopes there isn't an error* I'll be on MSN as well.

EDIT: Put another one in. It's only 5 brushes so it shouldn't be a problem It's a random force (I think, if it isn't, tell me) thing that I want to be able to move.

localhostr.com/files/5326bf/stoppingcourse.map.zip

localhostr.com/files/47d412/finalrandom.map.zip

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27 Nov 2009 16:39 #60
A random force thing to move? Then the random force will act like normal texture.

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