file CGL: How would you continue it?

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21 Oct 2016 15:55 - 25 Oct 2016 07:30 #1
This was something that was done on old forums so I thought I would revive it.

Idea is simple, take the map from previous post in thread and continue it by adding something else to it and posting result with link to map and image(optional) so that next person can continue it. Lets see how long can we make it. I will release level if nothing gets added in 7 days after last post.

Few things to note:
1.Don't remove any existing parts that somebody has made.
2.No length limitation however keep it fun :)
3.Adding items in constructor/quark is advised.
4.Refrain from using custom textures as it's messy for next person down the line to deal with them.

5.Also if there is some odd geometry that produces malformed brushes you can save them as .csx and post it aswell. Ill add those parts to level upon release.

Ill start:

Link: www.mediafire.com/?8cn4fsajfitplol

Some guy that does DTS shapes and levels.

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Last edit: 25 Oct 2016 07:30 by RDs.The-dts-guy.

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21 Oct 2016 18:50 - 21 Oct 2016 18:50 #2
Made the obligatory curve section

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }
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Last edit: 21 Oct 2016 18:50 by HiGuy.

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21 Oct 2016 19:44 - 21 Oct 2016 19:58 #3
HiGuy's file seems to have messed up the textures for me, but it still knows which ones to look for. This can be fixed in Constructor relatively easily, but I think you could just open it with a text editor and find/replace the texture folder name and fix it instantly.
mega.nz/#!WBIy3YxJ!uxrCTwIMHntDU-SMYhSmhRleTx4UwPJkWCDk4KOm3hc
Last edit: 21 Oct 2016 19:58 by Weather.

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21 Oct 2016 21:30 #4

Weather wrote: HiGuy's file seems to have messed up the textures for me, but it still knows which ones to look for. This can be fixed in Constructor relatively easily, but I think you could just open it with a text editor and find/replace the texture folder name and fix it instantly.
mega.nz/#!WBIy3YxJ!uxrCTwIMHntDU-SMYhSmhRleTx4UwPJkWCDk4KOm3hc

Try putting map in your interiors folder(or any folder with all textures inside it) and loading it from there.

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AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
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22 Oct 2016 00:48 #6
Or you can just uncheck this in Preferences... -> All Prefs (would recommend)


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23 Oct 2016 13:05 - 23 Oct 2016 21:35 #7
My part:


EDIT: I just realized I didn't put in the items.
Will update later.

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Last edit: 23 Oct 2016 21:35 by Lee.

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25 Oct 2016 01:01 #8
Sorry for double posting, but..


I don't know why the items are duplicated.

I'll leave it as it is (my part, so no gems).

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25 Oct 2016 01:58 - 25 Oct 2016 03:06 #9

Lee wrote:

Just saying you have an unrecognized texture. Left side of the image on the side of the platform.

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Last edit: 25 Oct 2016 03:06 by Nockess.

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25 Oct 2016 03:42 - 25 Oct 2016 03:42 #10
There's also missing textures on Weather's floating island things. Hey maybe custom texture users should also send any custom textures used in the map? Or don't use them at all?

Since you've saved the map with missing textures I don't think Constructor will even bother looking for them if you re-add them.

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Last edit: 25 Oct 2016 03:42 by Three.

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25 Oct 2016 04:10 - 25 Oct 2016 04:57 #11
Weather's floating islands use the MBG textures (which is kinda strange for an MBP map but whatever). Solution for now is to place the map into your interiors directory, presumably with all the CLA textures.

I don't know why the items are duplicated.

I'll leave it as it is (my part, so no gems).

You used undo after creating an entity. Constructor is so bad at handling undoes that this actually duplicates all the entities in a way that you can't see until you close and reopen the map. It's a pain to clean up and happens way too often.
[hr]

Went to fix the map file and decided to add another section as well. The map needed some PowerUps, so I added some. Also backtracking.

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }
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Last edit: 25 Oct 2016 04:57 by HiGuy.

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25 Oct 2016 07:22 - 25 Oct 2016 07:33 #12

Threefolder wrote: There's also missing textures on Weather's floating island things. Hey maybe custom texture users should also send any custom textures used in the map? Or don't use them at all?

will at that to main post. Not that they are bad or anything but it is a mess for next person to continue level.

hPerks wrote: Done my section, but a few brushes are malformed (there should be circular platforms between the three rings in the air) - I'll update this post with the .map file once I've fixed it (hopefully tomorrow). Just posting so that others don't work on the wrong map file.

Do this. Take all those rings, place them in separate map and save it as .csx (csx saves all brushes, even ''malformed'' ones, exports just fine aswell) Ill combine them once level will be finished. Regarding lees section if anything texture can be added before exporting level.

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AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
Last edit: 25 Oct 2016 07:33 by RDs.The-dts-guy.

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25 Oct 2016 11:50 #13
I only used textures in platinum/data/interiors/, pretty sure before I installed any custom levels.

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25 Oct 2016 22:51 - 25 Oct 2016 22:53 #14

Who likes Alex Swanson style geometry? I know i do. :P
If you get malformed brushes error no worries as i got it saved in .csx aswell so i can just stick missing peces before the release. :)


File Attachment:

File Name: howwouldyo...ueit.map
File Size:1,370 KB

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
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Last edit: 25 Oct 2016 22:53 by RDs.The-dts-guy.
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26 Oct 2016 12:06 - 26 Oct 2016 13:08 #15
Up to 2000 brushes!
mega.nz/#!DZhETCDD!vf9tnMHRjx_nueuZjg2xTJNNk6oXa2_At1u37q7HCUo

Don't forget to rotate the fans. ;)
...And some checkpoints.

By the way, if you can get the lightmaps to not crash map2dif, some items don't export, so you may need to add them in the LE.
Last edit: 26 Oct 2016 13:08 by Weather.
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26 Oct 2016 15:33 - 26 Oct 2016 15:34 #16

Weather wrote: Up to 2000 brushes!
By the way, if you can get the lightmaps to not crash map2dif, some items don't export, so you may need to add them in the LE.


We may have to split the map as it will get laggy for some people.

Regarding lightningmaps my part has some geometry (can't figure out which one is the faulty one) that causes this, heres the ''solution''.

Heres how you ''solve'' the lightningmap issue in MBmap2difPlus
It makes no sense why moving single peace of geometry magically fixes it (Though i have theories). In some cases even by simply re-exporting same map with no changes fixes it.

Ironically game doesn't use lightningmaps at all so all the time we have issues with exporting something that is unecessary.

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
Last edit: 26 Oct 2016 15:34 by RDs.The-dts-guy.

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18 Apr 2017 18:30 - 19 Apr 2017 06:56 #17

Well there it is, after painstakingly bad time managment i managed to squeeze this one out. This may be the only one actually released (if I recall correctly all the other quick CGL's never got compiled.) Enjoy!

www.mediafire.com/file/dbbbr9y6bdng8yy/ContinueItYourself.rar


P.S added csx's in case someone want's to continue it themselves.

EDIT: zip version for rarcists is available here. ;)
www.mediafire.com/file/9dcbj5aqt6qnmpy/ContinueItYourself.zip

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
Last edit: 19 Apr 2017 06:56 by RDs.The-dts-guy.
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