Trege

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Well this is my submission, Disco Town it was an idea I had way back in the 1.09.4 days or so, but never got around to doing. The map is mainly designed for Hide and Seek/Tag however it does work correctly in singleplayer/co-op, CTF/Match and a few battle modes such as Control Point, and Diamond in the Rough. Though the Battle Mode version is its own wad to prevent thing type errors.

My goal was to kinda push software mode as far as I could room size wise without breaking it, as well as to make a city like sandbox with multiple game modes supported.

I've never made a map compatible with battle before so I imagine my bubble placements will be a bit shoddy at first. There are also many sections I had to scrap for now and wall off due to time constraints.

Singleplayer/co-op is a Emerald Hunt, there should be around 20+ emerald hunt spawns though I may have lost count.

For the Hide and Seek/Tag portion it's highly suggested to have at least 8 players, but it works just fine with less, just a little slower time wise.

Extra Credits :
Davlite for the Drink Dr Eggman Logo.

Belgerum and Herooftime1000 for permission to use the Snake Eyes Swing song for the Jazz Club.

And finally everyone in the #mapping channel on discord for putting up with all my constant questions.

Special thanks to these guys for helping me test the map online :
Ivan
Errant
JMC
String

1.0 Uploaded map

Complete the sewers.
Complete all of the interiors
Finish the subway.
Figure out why the trains don't hurt the players, but the cars do.
Make better item layouts for battle mode version.
 

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This map is extremely well made, exploring it is extremely fun and it's a great hangout map, i can totally see how it can be improved apon like expanding areas or making each building to have more purpose like activities i guess for people to have fun in, the only issue i have (and it's a personal opinion) the music doesn't fit the feel of the map, i personally feel like an retro or 80's style music would fit the feel of the map and the atmosphere more but that's just my opinion, i also think adding a city buildings in the background would help the map feel bigger than it is
 
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Oh, impressive. Lot's of details, I like it.
Can't help but notice Fang isn't selling any games with himself in it in his gamestore, guess he's embaresed.
And you got moving, hurting cars to work. I never got that working. Yeah, well done.
Pretty cool.

Heh, anyway, seems SRB2 doesn't know what to do with the player after you beat the stage, so it threw me into one of the vanilla multiplayer levels.
That's cool, didn't even know you could acces them inside singleplayer.
 
I really liked this map in the OLDC, and now that it is here, I wanted to check out myself why the trains didn't hurt the players, and I think I found out why, you are supposed to use the middle part of the PolyObject sector with repeating midtextures for its base, instead of the lower part, wich should be invisible, and you should also make it intangible through the PolyObject Parameters so the train it can pass through the player and actually hurt him, it should look something like this screenshot (it doesn't have the repeating midtextures on this image wops), if it still doesn't work, I can try looking a little deeper, but nice map :)
 

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Rogerregorroger said:
Heh, anyway, seems SRB2 doesn't know what to do with the player after you beat the stage, so it threw me into one of the vanilla multiplayer levels. That's cool, didn't even know you could acces them inside singleplayer.
Yeah I'm not sure how to fix that issue specifically next map is set to a multiplayer stage because singleplayer/co-op is just a mode it supports while its main mode is match/tag/hide and seek. I think it has the same issue with CTF. I kinda wish we could define next maps based on game mode in maincfg.

GomaTheMascar said:
I really liked this map in the OLDC, and now that it is here, I wanted to check out myself why the trains didn't hurt the players, and I think I found out why, you are supposed to use the middle part of the PolyObject sector with repeating midtextures for its base, instead of the lower part, wich should be invisible, and you should also make it intangible through the PolyObject Parameters so the train it can pass through the player and actually hurt him, it should look something like this screenshot (it doesn't have the repeating midtextures on this image wops), if it still doesn't work, I can try looking a little deeper, but nice map :)

I actually tried both ways with the trains, the reason I don't set the midtexture or midtexture repeat is it messes up the size of the train.

I changed it to intangible, and set the midtexture/midtexture repeat setting but, it still doesn't seem to work.

9k6B58n.gif
 
When I played it I felt the need of commenting it here: awesome map! This is the kind of map I have the pleasure of playing and tripping over detailed level design.
 
There's a small trick that allows players to walk on the skybox of the map.
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@Trege I know there hasn't been any updates recently, but is it possible for a fix to happen?
If not, could you mark the addon as reusable?
 
@Pikaspoop
That's an unfinished area that I didn't have time to finish for the contest, there's a spring that'll let you back in the main map around the station walls, as well as some monitors out there.

I see! Still, I feel as though this could be used by players in game-modes like Tag to avoid uninitiated players.
Oh well, I'm sure it'll be fine! Thanks for the response!
 
That's an odd one, I can't seem to get it to crash on my end in OpenGL or Software Mode, what happens exactly? You mean the room with a Kitchen Freezer and stuff right?
 
That's an odd one, I can't seem to get it to crash on my end in OpenGL or Software Mode, what happens exactly? You mean the room with a Kitchen Freezer and stuff right?
yeah that's the one. strangely it only seems to crash on netgames for the specific player who walks in.
 

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