*** You MAY NOT use this level as a base for your own, or publically release this map with or without changes unless you have recieved permission from myself first. You can email me at dv@btinternet.com. *** 15th Sept. 2000 *** CS_RLLY - a rally-style example map - NOT INTENDED FOR SERIOUS OR INTERNET PLAY [ Dave Johnston | http://www.planethalflife.com/davej | dv@btinternet.com ] CS_RLLY is a map I have put together to demonstrate not only how to use the new vehicles introduced in CounterStrike BETA 7, but in addition, to demonstrate appropriate ways to keep your brushes. It isn't playable as such, simply involving two cars to drive. If you want to play against someone, you'll have to trust them, they might shoot you :) Included is a special cs_rlly.wad which includes the two additional textures I made for this level. This must be loaded into the editor you use, or you will be thrown a bunch of errors upon compile. %%% EXTRACT CS_RLLY.WAD INTO YOUR HALF-LIFE\CSTRIKE\ DIRECTORY %%% EXTRACT CS_RLLY.BSP INTO YOUR HALF-LIFE\CSTRIKE\MAPS DIRECTORY ...and please, when you run this map, remember to run it with COUNTERSTRIKE!!! *** You MAY NOT use this level as a base for your own, or publically release this map with or without changes unless you have recieved permission from myself first. You can email me at dv@btinternet.com. *** VEHICLES """""""" There are already tutorials available on the 'net, so I won't go about writing my own. To be honest, I simple stole the entity definitions from Paramedic911's (jason911@home.com) Jeepathon2K map and applied them to a modified Jeep (by Barry A. Bollinger | bxb209@psu.edu), then continued to play from there. I don't actually intend to LEARN how to make vehicles! Hohoho, no I just want to save people such as myself, Gooseman, cliffe, Hobbit, and other members of the CS team (and others) from some of the many emails we get regarding how to implement vehicles into maps. BRUSHWORK """"""""" If you're new to editing, then look at the file. It demonstrates some of the ways to do simpler things, such as good CLIP brush usage to stop people (or people in vehicles) getting stuck on corners, or escaping out of the map onto areas you don't want them to reach. It also shows how you can make lights func_wall's to reduce face splitting (almost). However, the brushes that are most interesting are the ones around the edge of the map. The ones which slope downwards around a bend. This is something usually quite a myth to most mappers on how to achieve well, and was to me until a short time ago. My approach to make these areas was to make an arch round the corner of road I wanted the grass to be (only 90 degrees). At first I tried lowering the uppermost vertices closest to the road (the side thats at the bottom of the slope), but after compiling this, it ended up a mess due to illegal brushes. The fix was based on simple understanding of how 3D engines work. They work with polygons - triangles. Make a triangular face for it to display, and it WILL display it. You can't make an illegal polygon :) So what I did, was with the arch, I moved the vertices to suit the grid (makes the next step a whole lot easier) which was set to 8 or 16. Now, I selected each brush forming the arch in turn, and used the clipping tool to clip them in half, from the top view, from one corner to the other. This left two brushes were there was one before - but now, each brush had a top of 3 vertices - a triangle shape - a polygon! I repeated this for all of the remaining brushes in the arch (the three or so of them). Then I did the same as before, and selected the vertices closest to the road, and dragged them down to meet the road. I compiled... and voila! Worky worky! That's basically it. Remarkably simple, yet it can be applied in so many situations (don't try to think of any - they'll become obvious when you get into them!). It also opens doors to ways to create other 'complicated' brushwork. - Dave Johnston dv@btinternet.com Credits """"""" Paramedic911 (jason911@home.com) for Jeepathon2K (of which I had to resort to using its f_v entity values to stop the jeep floating after a jump!). Barry A. Bollinger (bxb209@psu.edu) for the Jeep prefab [modified] Gooseman for the hours of hard coding. Everyone else who I can't remember... *** You MAY NOT use this level as a base for your own, or publically release this map with or without changes unless you have recieved permission from myself first. You can email me at dv@btinternet.com. *** IMPORTANT NOTE: Yes, it could have been called cs_rally, or cs_davejrally, or cs_rallyvalley, but noooo, I had to stick to expectations of me 'removing all vowels'. Therefore, cs_rlly it is then! ;)