• Mapping for Radioactive Sandbox
    293 replies, posted
So i just released [url="http://www.facepunch.com/showthread.php?t=896577"]Radioactive Sandbox[/url] v1.0. This thread will show you how to make a map for it. Here's a basic layout. What it should show you is how densely you should be placing each entity type, and where you should be placing them. [IMG]http://i232.photobucket.com/albums/ee200/SechsCock/dgdfgd.png[/IMG] [b]The entities[/b] info_player_bandoliers/army/exodus - the spawn points for each team. npc_trader_bandoliers/army/exodus - the npc trader for each team. Try to put them indoors somewhere. info_npcspawn - this is used for NPC spawning (not yet implemented but it will be). enemy NPCs will spawn at these. Place them far away from the bases. info_lootspawn - this is used for spawning random loot drops. your map should be pretty much covered with these. Every area should have at least one possible spot for loot to spawn at. The more, the better. These spawnpoints have no performance hit at all, so you could literally put 5000 of them on your map if you wanted. point_stash - these are areas where players can stash things. place these inside of props and players will be able to store items inside them. point_radiation - these create radiation where they are placed. when the map loads, 50% of these will be randomly selected and deleted. This will make each server have a unique placement of radiation. [b]Keyvalues for certain entities[/b] point_radiation - randomradius - if this keyvalue is set, then the reach of the radiation will be randomized between 500 units and the units you specify (ie. If i set randomradius to 1000 then the reach of the radiation will be set to some number between 500 and 1000 when the map loads). point_radiation - radius - if this keyvalue is set then the radius of the radiation will be set to whatever value you specify. if neither of these keyvalues is set then the radius defaults to 500. [b]Other stuff[/b] Of course if the gamemode is going to use NPC's, your map will need to be noded properly. You can download my example VMF [url=http://dl.dropbox.com/u/3310518/gmodshit/rs_basicmap.vmf]here.[/url] I made a simple exodus base: [url]http://dl.dropbox.com/u/3310518/gmodshit/rs_exodusbase.vmf[/url]
Do the maps [b]need[/b] to be custom?
[QUOTE=Rambo_9;20272221]These spawnpoints have no performance hit at all, so you could literally put 5000 of them on your map if you wanted.[/QUOTE] Pretty stupid considering there's a maximum amount of entities. Why the name, by the way? It doesn't seem to be a sandbox gamemode, if I understand correctly. [editline]09:03PM[/editline] And how big are these maps expected to be? [editline]09:09PM[/editline] Also, are you going to give us the entities? [editline]09:09PM[/editline] Also, I think it's more realistic for a trader to sell to all factions.
Raping with custom content <3 thanks Rambo. :D ur amazing loved ur ReDead gamemode also.
[QUOTE=Roleplay World;20272322]Do the maps [b]need[/b] to be custom?[/QUOTE] yes since the 3 factions need to have their own spawn areas, npc traders, etc. plus the map needs to have spawn points for radiation and loot, something i can't just procedurally do with lua. i could add a way for people to designate spawn areas with console commands but it's honestly more work than it's worth. [editline]12:59AM[/editline] [QUOTE=~ZOMG;20272525]Pretty stupid considering there's a maximum amount of entities. Why the name, by the way? It doesn't seem to be a sandbox gamemode, if I understand correctly. [editline]09:03PM[/editline] And how big are these maps expected to be? [editline]09:09PM[/editline] Also, are you going to give us the entities? [editline]09:09PM[/editline] Also, I think it's more realistic for a trader to sell to all factions.[/QUOTE] I don't expect people to use that many loot spawns but you get the idea. The gamemode itself isn't like normal sandbox, it's more like roleplay in that you can do whatever you want. You can spend your time attacking other players or explore the map instead. It's all up to the players. The map can be any size really. The bigger the better since it's more fun to explore big maps. The entities are all listed in the OP.
Huh, I'd be interested in dabbling in this game mode as a side thing other than the SpaceBuild Community project. I'll see what I can do tomorrow.
I think it would be pretty cool for someone to do a dev city for this.
[QUOTE=~ZOMG;20272525]Pretty stupid considering there's a maximum amount of entities.[/QUOTE] You can go over the maximum.
If any of you know of an outdoors apocalyptic-type map that's roughly the size of the grid limits then point me to its author.
[QUOTE=Rambo_9;20287574]If any of you know of an outdoors apocalyptic-type map that's roughly the size of the grid limits then point me to its author.[/QUOTE] gm_atomic?
i think i pm'ed him, got no response.
Check his steam acount. See when his last activity was.
[QUOTE=Rambo_9;20289019]i think i pm'ed him, got no response.[/QUOTE] [url]http://www.garrysmod.org/downloads/?a=view&id=75873[/url] [url]http://www.garrysmod.org/downloads/?a=view&id=3952[/url] [url]http://www.garrysmod.org/downloads/?a=view&id=60257[/url] Any of these good for you?
Maybe I'll take a crack at it. Does it have to be a desert kinda wasteland or can it be a destroyed city/urban area?
A combination of the two would be neat. If i had more time i'd probably start making a map for this myself but it's just so much work to make a map that big, and i'm not a very good displacement maker. If anyone wants any help with their map i would be willing to make a few destroyed buildings or whatever. I'm fairly good at urban environments.
I'd suggest a more built up maps than the ones listed. Either lot's of hills and obstacles (like trees) or a built up post-apoc city. It has to be post-apoc because that would be gnarly.
csdesert has a neat theme to it (the whole underground complex is great) but the top area is just so flat and boring. it needs more hills, props, etc.
Agreed.
I'm going to work hard making the bases fit each factions theme.
Do a MAG faction theme! The NMA are Raven. a sleek base with high technology the bandoliers are SVER. Lots of graffiti and broken-down houses. and exodus is Valor. A more world war 2-ish looking base. trenches and strong wood.
NMA is a more military-themed group. They'd probably reside in old bunkers or warehouses. The Bandoliers are more like squatters, they'd probably set up their bases in a makeshift slummy compound made of scrap metal and stuff. Exodus is more civilized, focused on research. They'd probably reside in makeshift laboratories or portable trailers or something. Kind of like the Yantar lab station in STALKER:SoC
Thanks for the ideas :D For mine, how does this sound, NMA, a abandoned underground bunker Bandoliers, a sort of shanty town built into a cliff, (I mean, at ground level with a cliff more or less on 3 sides of the base) Exodus, not quite sure yet, probably a bunch of trailers, or a gas station with a lot of tech in it (Mind you there won't be a an large facilities for many miles around the area of my map, it's going to be the middle of fucking nowhere)
was having fun in hammer, made a sort of replica of the yantar research outpost. [IMG]http://i232.photobucket.com/albums/ee200/SechsCock/untitled-15.png[/IMG] not quite done yet. it has a radio that plays random radio chatter when you use it. plus a stash in the room next to the npc dealer.
God damn, now I want to try and make a map for this. :v: Must resist!
[quote=agent cobra;20303132]god damn, now i want to try and make a map for this. :v: Must resist![/quote] do not fight the urge! Do it!
[QUOTE=Dwatring;20303226]do not fight the urge! Do it![/QUOTE] HGNGNGNNNNNGNGNGG Fine, I'll see if I can. :P
Even though I have almost no experience in mapping, I might take a shot at this, just to see what I come up with. I still can't figure out how to do a skybox, 3D or normal. Could someone give me some tips?
[QUOTE=Psychokitten;20305438]Even though I have almost no experience in mapping, I might take a shot at this, just to see what I come up with. I still can't figure out how to do a skybox, 3D or normal. Could someone give me some tips?[/QUOTE] A skybox is a box around your map textured with the tools/skybox texture. Except making it square isn't good.
Meh. I give up. I tried to make a simple brush about a quarter the size of gm_flatgrass, and I couldn't fit it into the camera view before source's lousy draw-distance came into effect. I'm not putting up with BS like that. Gonna wait for Valve to update source so it has better draw-distance and larger grid-limits. If ever. Stupid Valve.
[url=http://www.facepunch.com/showpost.php?p=17132175&postcount=7]*Cough cough*[/url]
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