• RP_Mecklenburg
    100 replies, posted
  • finally bringing the final product here, the map took roughly an year to grow into what it currently is [B]features[/B]: HDR 3d skybox tall skybox for flying club with 25 songs to play much more have some panoramic eyecandy: [IMG]http://filesmelt.com/dl/40001.jpg[/IMG] [IMG]http://filesmelt.com/dl/Untitled-1394.jpg[/IMG] [IMG]http://filesmelt.com/dl/Untitled-2138.jpg[/IMG] [B]download[/B] [url=http://www.leet.cc/rp_mecklenburg_v2.rar]Download V2 from 1337Upload[/url] [url=http://www46.zippyshare.com/v/86603222/file.html]Download V2 from Zippyshare[/url] [B]cs:s required to see some content[/B] [B]credits[/B]: to whoever's models and textures i have used CJae for a few music loops for the club Fisker for club building
  • [QUOTE=Tonetta;37031968]I can finally do a bank robbery RP now. Thank you OP.[/QUOTE] you're welcome :)
  • [QUOTE=sirdownloadsalot;37032793]Could you upload to a different source? This one is painfully slow, and it keeps coming up corrupted.[/QUOTE] consider it done, check OP
  • [QUOTE=RobZombieHFN;37038144]Remake of old Mecklenburg by rickler?[/QUOTE] correct
  • As someone who used to host TSRPs on this map, I have to say you did an amazing job. But, are you going to continue development on this map or just leave it as is, because you left a few of the best parts on the map out, and a few other parts are weird. Missing: 1. The entire sewer system is missing, which was instrumental in getting around the map undetected and also played a big part in vault robberies. 2. The awesome apartment with the gun-room next to the car-shop no longer exists, along with the entire apartment complex it was in, it was a perfect mob base. 3. The vents that connect the bar and the hotel is missing, though I guess thats a given seeing as you separated them. 4. The really cool secret bookcase room in the apartment next to the PD is gone. 5. Some apartments in the apartment buildings no longer exist. 6. The mall had a few openable lockers you could put stuff in, now none of them open. Odd bits: 1. The hideout next to the hospital, the one you teleport to, has really odd dimensions, its like Ive shrunk when I walk inside of it. 2. Why did you set the hospital hideout and the bar out of the map, to optimize the map? 3. Why are most of the apartments/hotel rooms furnished except the ones in the back, next to the suburban house? 4. In the gun-shop, the bullets go straight through the targets and leave no bullet holes, making them effectively useless as targets.
  • I just tested it and it was really cool. I like how this map actually has rooftops (so we all can act as if we were JC Denton). My only recommendation would be to add more vents that actually can function since you added nonbreakable 'fake' ones in so many locations.
  • I'm not normally known for good reviews of anything, but... This is great. I really like this map, and it'll have a permanent place in my maps folder. Thanks for providing it, OP.
  • Holy shit this is awesome, so many memories of TSRP. rip rickler, any plans on readding the sewers / tunnel under the bank with a breakable floor, or the hidden vent behind the waterfall thing in the hotel?
  • Found some issues you may or may not want to fix just thought I'd point them out for you ( The couches actually are frozen that was my fault however, the dumpster can be pushed even from inside the nightclub by running into one of the couches ) The sounds that comes from the dj booth doesn't actually come from the speakers it comes from the middle of the room which isn't all that bad but, again just pointing things out [IMG]http://i.imgur.com/eBfuDl.jpg[/IMG] Some of the props in the apartments / hotels duplicate them self for some reason one is not solid and does not have physics, the other acts normally [IMG]http://i.imgur.com/q0KLcl.jpg[/IMG] Floating remote with the prop duplication bug [IMG]http://i.imgur.com/d3lSil.jpg[/IMG] You can see through this building because it is in the 3d skybox [IMG]http://i.imgur.com/Ye4TKl.jpg[/IMG] Missing textures on the items on the shelf [IMG]http://i.imgur.com/p5Za2l.jpg[/IMG] I love these sexy models but the sprites / glow on those chandeliers kind of hurts my eyes (Lower them don't remove them entirely because they do make them look sexy) [IMG]http://i.imgur.com/9ky2Xl.jpg[/IMG] I noticed that there is an animated advert on the side of this building which is actually an alleyway and no one would really see it so maybe that should be removed and added on the green x in the next picture. [IMG]http://i.imgur.com/GgNUZl.jpg[/IMG] An animated banner would go great here as people walk down the street [IMG]http://i.imgur.com/qIIn1l.jpg[/IMG] I honestly do not know how this dumpster got over here in that position [IMG]http://i.imgur.com/xhTWal.jpg[/IMG] [IMG]http://i.imgur.com/2vZodl.jpg[/IMG] My fps drops down 30 - 50 fps staring in that general direction, this is the alley way of the hospital (I get Too many vertex format changes in frame, whole world not rendered in console) [IMG]http://i.imgur.com/0JFjll.jpg[/IMG] My fps drops again but this time facing in the direction of the hospital [IMG]http://i.imgur.com/P4FB1l.jpg[/IMG] This might be where the lag is coming from [IMG]http://i.imgur.com/5REE8l.jpg[/IMG] [IMG]http://i.imgur.com/gYqSFl.jpg[/IMG] In the original Mecklenburg there was a tellers booth or something here is the model missing or is it broken? [IMG]http://i.imgur.com/0q9Jul.jpg[/IMG] This door in particular can be found on top of the hospital it opens outward and can be blocked by a player on the outside [IMG]http://i.imgur.com/MzjIml.jpg[/IMG] One last thing I noticed in that session was this shadow, where exactly does the shadow come from the other side of the wall or is that the cash register? [IMG]http://i.imgur.com/afQl9l.jpg[/IMG] [B]Edit:[/B] Missing texture underneath the sliding door for the tall building with an elevator [IMG]http://i.imgur.com/ahyLSl.jpg[/IMG] Visible nodraw surface underneath this desk (Located in the tall building same building as picture above) [IMG]http://i.imgur.com/OBk5bl.jpg[/IMG] This isn't really an issue but I was thinking this could be a nice spot to store stuff in cupboards since there isn't anywhere to store anything in that room [IMG]http://i.imgur.com/2uDdwl.jpg[/IMG] This light model has the skin of being on [IMG]http://i.imgur.com/f7daMl.jpg[/IMG] This gun display looks a bit weird I'm not sure if it has to do with the lighting of the display case or what, it does seems a bit too dark and maybe the bottom of the display case should be raised up to match where the glass starts, maybe that way the ammo and boxes at the bottom of the display case will make it look more detailed. ( I don't know what would make this better just throwing things out there maybe it might help) [IMG]http://i.imgur.com/U55rZl.jpg[/IMG] Toliets in jail fall when you touch them [IMG]http://i.imgur.com/gXW5ol.jpg[/IMG] Oh and one last thing are the vents on top of the police station supposed to be strong enough to withstand a bunch of rpgs attacking it or was this unintentional? Sorry for the giant wall of pictures, and sorry again for being nit picky, this is a great release and if you are willing to continue fixing / working on this then that is what my post was meant for. Hopefully this helps you somewhat!
  • [QUOTE=phantompain5;37045994]Found some issues you may or may not want to fix just thought I'd point them out for you ( The couches actually are frozen that was my fault however, the dumpster can be pushed even from inside the nightclub by running into one of the couches ) [B]The sounds that comes from the dj booth doesn't actually come from the speakers it comes from the middle of the room which isn't all that bad but, again just pointing things out[/B] it's intended, ambient_generic is the entity i used to make the club possible and i put them in the middle of the dance floor because if you go even 5 meters far away from it, the sound turns down really quickly. and if i increase the range of the sound, people will hear it better in the club BUT also hear it far away outside of the club [B]Some of the props in the apartments / hotels duplicate them self for some reason one is not solid and does not have physics, the other acts normally Floating remote with the prop duplication bug[/B] there was supposed to be a table, going to fix this in the next version. as for the duplicating props i have no clue [B]An animated banner would go great here as people walk down the street [/B] going to do this in the next version [B]I honestly do not know how this dumpster got over here in that position[/B] i had no clue until i carefully tested with my friend for about 2h, going to fix this [B]My fps drops down 30 - 50 fps staring in that general direction, this is the alley way of the hospital (I get Too many vertex format changes in frame, whole world not rendered in console)[/B] i had trouble optimising the outdoors, aware of this [B]In the original Mecklenburg there was a tellers booth or something here is the model missing or is it broken?[/B] i didn't add one, i'm going to add in the next version [B]One last thing I noticed in that session was this shadow, where exactly does the shadow come from the other side of the wall or is that the cash register?[/B] there was supposed to be a relevant model [B]Oh and one last thing are the vents on top of the police station supposed to be strong enough to withstand a bunch of rpgs attacking it or was this unintentional?[/B] at the moment i was creating the vent, i thought nobody would really have an rpg in an rp server [/QUOTE] i answered some of these and wrote my thoughts. cheers a ton for the feedback! expect a v1 this week, probably today/tomorrow
  • [QUOTE=cameleot;37046496]i answered some of these and wrote my thoughts. cheers a ton for the feedback! expect a v1 this week, probably today/tomorrow[/QUOTE] That was a pretty quick reply! Glad you are addressing these issues I cannot wait for the next version.
  • Oh that list reminds me, the blinking light near the shed to the sorta-kinda hidden area murders my FPS and I'm not quite sure why, it's not that big of a problem though.
  • [QUOTE=ntzu;37040397]As someone who used to host TSRPs on this map, I have to say you did an amazing job. But, are you going to continue development on this map or just leave it as is, because you left a few of the best parts on the map out, and a few other parts are weird. Missing: 1. The entire sewer system is missing, which was instrumental in getting around the map undetected and also played a big part in vault robberies. 2. The awesome apartment with the gun-room next to the car-shop no longer exists, along with the entire apartment complex it was in, it was a perfect mob base. 3. The vents that connect the bar and the hotel is missing, though I guess thats a given seeing as you separated them. 4. The really cool secret bookcase room in the apartment next to the PD is gone. 5. Some apartments in the apartment buildings no longer exist. 6. The mall had a few openable lockers you could put stuff in, now none of them open. Odd bits: 1. The hideout next to the hospital, the one you teleport to, has really odd dimensions, its like Ive shrunk when I walk inside of it. [B]2. Why did you set the hospital hideout and the bar out of the map, to optimize the map?[/B] 3. Why are most of the apartments/hotel rooms furnished except the ones in the back, next to the suburban house? 4. In the gun-shop, the bullets go straight through the targets and leave no bullet holes, making them effectively useless as targets.[/QUOTE] i completely forgot this post, thanks a lot too! i'm going to add/improve these things answer to 2. question: there wasn't enough space inside the building where i was going to build the interior in
  • so far i have fixed/added: [add] 5 openable lockers in the mall [add] apartment complex including 2 apartments next to car shop/diner [add] secret bookcase room [add] sewer system [add] radio commercial sound in gunshop [fix] removed duplicating props [fix] small flaws what phantompain5 posted [fix] non-solid practice targets in gunshop [fix] furnished empty apartments [fix] scaled down the hideout
  • everything seems to work fine, expect a release tomorrow, i have to compile the map overnight
  • Seeing as how I just recently started playing TSRP again, it's pretty exciting to be looking at this map in a more modern take. I wish you the best of luck on future releases.
  • Excellent map, I'm thinking about starting a server up featuring it. Keep those awesome improvements coming! I noticed there are a few HL2 episode 2 textures/models required in the map, any chance of getting them replaced? Most of my friends only have CSS.