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Smartzenegger.nl • View topic - RP_Amsterville & DM_Amsterville + RP_Amsterville_CE
It is currently Wed Dec 12, 2018 11:04 am


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Appreciation about this map:
I think it is the same like Hometown. 0%  0%  [ 0 ]
I think it is more like Riverview. 0%  0%  [ 0 ]
It's the best map ever!!! 100%  100%  [ 10 ]
I think the Hometown map can't be defeated! 0%  0%  [ 0 ]
I don't care about this map at all! 0%  0%  [ 0 ]
Total votes : 10
Author Message
 Post subject: RP_Amsterville & DM_Amsterville + RP_Amsterville_CE
PostPosted: Mon Oct 15, 2007 12:58 pm 
[F.Kalkman]
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Joined: Tue Oct 11, 2005 12:43 am
Posts: 1940
Location: Holland - The Netherlands
*** RP_Amsterville & DM_Amsterville ***

Map for Halflife 2 DeathMatch & Gmod - RolePlay

[Original file name: HL2RP_AmsterVille.zip]

Version: 1.1 (no beta's released)

Image

General info:

This map is a map about a town from Holland.
It's not Amsterdam, but it is a town with a few similarities.
It is divided into 3 areas where each one is different from eachother.
Because this map should give you the tourist feeling, there is only a hotel to stay with exellent view over the river.
Now there are also 2 houses next to the hotel to live in.
There is not much I can say, you have to see it for yourself... again.
Have fun with it.

Also:

The entrance of the map like all RP maps should have, is a bit different than you're used to.
Now, the admin-room is combined to it, also a point to get information from the admin.
In the admin-room there is a nuke feature in the DM version only, which can also be killed/destroyed by pressing the glass sealed [STOP] button.
Provided a vote call text to allow players to vote for or against the nuke feature. (voting goes by normal chat)
In the RP version, the admin-room is not locked the first time the map starts.
This way, no code is needed to quickly go in the admin room if needed and lockdown later.
It is also code locked, and the 4 digit code is hidden in the map in loose digits.
When you collected all 4 of them, then you can puzzle out the combination.
Only when someone is in the admin-room, the code feature can be locked too for a maximum of 5 minutes.
Also something else is new, the meeting & chat room.
In this room you can wait for a friend player or chat with other players without being in the urban parts of the map.
It is next to the info/admin room, and a nuke free zone in the DM version.
To get to AmsterVille itself, you have to "travel" to it. (only in RP version)
Choose a way of traveling which determines the location where you arrive.
Though, this is no more than just a teleporter.
But this way you can choose to which urban area you wish to arrive.
Also something new is the exit. ;)
It is a door to a black area leading to... your home. (exiting the server)
Another new feature is the weather control which can be switched on and off.
Default is on, meaning random weather of lightning and rain and dry periods.

The update is done, and released.

you can download it (of course) from my website.

RP_Amsterville_CE is the name of the new version.

This version of this map is a request of many who wanted to simplify it by removing some stuff.
(mostly the weapons) and adding houses and create more space to use for constructions with mods.
This is all what the update is about.
That is why it is called _CE meaning:"Constructors Edition"

Image

Image

Image


Update notes:

created more space
removed cars
added 2 more house interiors
removed weapons in store and police HQ
added extra path betwean area 2 and 3
removed keypad (info room is now open)
replaced ugly train texture at start of the map
removed some unnecessary objects
added brushbased taxi car
removed 5 minute loop-timer of credit sequence
other small issues fixed
soundbug bridge fixed
garage is nolonger police property
certain dynamic chairs are now physics again
explanatory texture for weather buttons added
env_sun added ("not visible" - bug?)
Skybox fog added
doors nolonger have -0.5 hurt value when blocked by player (needed by use of slam)

most of this list was requested.
I can't possibly take care of everyones requests.
But you can still seek your needs in version 1.0 or 1.1 if this version 1.2 isn't your thing.


Other info:

I did not create the Volvo model, the author of that model is Solidgranite, or so I heard. (Gmow Cars)
Custom trees I added are made by: Gosukes
Also added content from CounterStrike:Source made by VALVe.

Known Bugs:

1. Some times you can see transclusent textures and sometimes models through other transclusent textures that are more close to you.
2. Since the game (HL2) was never made with use of the slam weapon.
Model Doors can't open and will stick forever.
And brushmade doors always blow them up when there is blocking damage added to them.
And if you got hurt, it's only -1 healthpoint after you got hit twice.


All of those bugs are not my fault.
These are all Source Engine bugs!
So please, don't report these bugs, they are already taken care of, or could not be fixed/prevented by me.
I did the best I can to prevent all bugs & limit errors.
__________________________________________________ ______________

To install, just put both the bsp files here:

"[drive]:\... ...\[username]\half-life 2 deathmatch\hl2mp\maps"

To view/play the map, type in console:

"map [mapname]"

you can of course put the .bsp file in the Gmod maps folder in case you can't find the map in Gmod.



________________________________________________________________

Licence:

You may use/play my map no matter what, as long as you don't take any credit for it!
When you spread and share this map, make sure it is this unmodified zip file that includes this readme.txt.
And I don't want people to edit or decompile to change my maps.
Decompiling it to look at it, and learn from it is ok with me.
For questions or whatever, contact me at: f.kalkman@smartzenegger.nl
All F.Kalkman's maps (my maps) come from http://WWW.SMARTZENEGGER.NL (former: http://www.ulteamate.nl)

(Don't e-mail me to ask for the code! It's possible to find, and you just have to find it yourself)

Thank you for playing my map(s).
Enjoy.

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Mon Oct 15, 2007 3:25 pm 
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Very pretty, I've got this loaded on my servers!! You've done it again!!! :D

Edit: Looks like it doesn't want to load on Linux servers, no surprise, Valve doesn't bother ever fixing certain bugs within Linux. Certain maps load and others don't :( Something about firing logic ents from a point_template, I think.

Regardless, it's still a Masterpeice, and I have it loaded to my Windows servers :D


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Mon Oct 15, 2007 5:34 pm 
[F.Kalkman]
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Posts: 1940
Location: Holland - The Netherlands

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Tue Oct 16, 2007 12:05 am 
[F.Kalkman]
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Joined: Tue Oct 11, 2005 12:43 am
Posts: 1940
Location: Holland - The Netherlands
some people claim to see missing textures.
here they are to download.

though, if you play it in hl2dm, you wont have this problem.

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Tue Oct 16, 2007 5:16 am 
Don't hurt me!
Don't hurt me!

Joined: Sat Oct 06, 2007 7:33 pm
Posts: 12
I love the map but I wanted to host a server a few hours a day using my modified Tacoscript but it takes all my weapons away at the spawn so it is kind of useless at that point. If you could please remove that trigger and send me a seperate file please :) I also reccomend you change the name the prefix to RP_AmsterVille_2006 so you will get more people to join the servers people host.


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Tue Oct 16, 2007 3:01 pm 
[F.Kalkman]
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Location: Holland - The Netherlands

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Tue Oct 16, 2007 11:40 pm 
Don't hurt me!
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Tue Oct 16, 2007 11:59 pm 
[F.Kalkman]
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hmmmmm.... so no one tries to play a villan?

well anyway, i was thinking to add a toggle button to toggle the weaponstripper on and off so the admin can decide, and then kill himself or get autokilled by it. (command reconnect does not exist in hl2)
good enough?
(by default weapon stripper on)

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Wed Oct 17, 2007 12:02 am 
Don't hurt me!
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Wed Oct 17, 2007 12:18 pm 
[F.Kalkman]
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Wed Oct 17, 2007 3:39 pm 
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Thu Oct 18, 2007 5:35 pm 
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i installed the materials into the gmod folder although the purple textures are gone it still misses some!(i cant really see them).
like you said before, it works perfectly on hl2dm


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Thu Oct 18, 2007 5:55 pm 
[F.Kalkman]
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Fri Oct 19, 2007 5:01 pm 
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Been in hospital now for the last while, all healed up now and just got home. sry i missed the realease of this Smartz, but it's seriously amazing. Perfect combo of Hometown and Riverview. 10/10 on all fronts.


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Fri Oct 19, 2007 5:06 pm 
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Also, i got a wierd error on my last map release using packrat AND the decompile protection, where running the map literally fuxes up the stored textures and they stop working. never forund a way around it, ended up distributing all the textures with the map. If it's the same error you'r getting well....as i said i never found a way around it...


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Fri Oct 19, 2007 6:44 pm 
[F.Kalkman]
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Sat Oct 20, 2007 12:17 am 
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here, hope you can help me


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Sat Oct 20, 2007 12:53 am 
[F.Kalkman]
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Location: Holland - The Netherlands
This issue is a know gmod bug.
Did you have Halflife2 deathmatch installed?
It might help, but may also not work.
report you hl2dm install status. :P

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Sat Oct 20, 2007 9:36 am 
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Sat Oct 20, 2007 1:45 pm 
[F.Kalkman]
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Oki.
Well then, Let's fix the fucking bugs! :P
I'll add the textures as customs.
This way the have their own ident. names.

Please vote on poll, I just added it.

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Sat Oct 20, 2007 8:21 pm 
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nice idea, stupid bugs...
just a curiosity.. you know why bugs are called bugs instead of errors or something? its because the first bug in history was a real insect that was causing problems in a computer!


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Sat Oct 20, 2007 8:31 pm 
[F.Kalkman]
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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Sun Oct 21, 2007 3:56 am 
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YES!!!!!! I'm Playing this right now. :D

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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Wed Oct 24, 2007 8:31 am 
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I have to say, I loved hometown, riverview, and I love this. On the topic of taking out the weapon remover, RP scripts are available to do that anyway, so the server can do so at their discretion. It would be best for a more flexible experience to just get rid of the remover.
Thanks, however, for putting this out in the first place.


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 Post subject: Re: HL2RP_AmsterVille_2006
PostPosted: Wed Oct 24, 2007 4:25 pm 
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Hi there! Very good Map! I love it!

But there´s just one Problem... it´s the same wich Lost Hybrid and Corran 2015 already has reported: It´s the Weapon Remover. First time I tested the Map in Garrysmod, i played with Sandbox Mode, everything works, then I tested in Role Play Mod and all my Weapons dissappeard and the Gravity Guns at the Admin Room too.

It would be very nice if you could remove that script and maybe release it as an Role Play Map only for Garry´s Mod.

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