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MuNgLo last won the day on November 24 2015

MuNgLo had the most liked content!

About MuNgLo

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  1. Made a pass to get rid of those ugly pillars and tweaked lightning a bit. Updated screenshot in OP
  2. Yeah they are confusing. But they are consistent if you can spot the pattern. Colours of the walls indicate it somewhat.Orange and green don't mix so you could say it is two loops. Maybe four actually, one for each side but IIRC they do mix once you get into the loops. Each tele brings you one floor up except the top one that brings you down to ground floor. Just added a short 1min vid to the workshop page.
  3. Thanks guys. So far the time I spent playing on it seems to do what I was going for. Not sure about the spawn placement though. But I guess it will have to do unless I add complexity there's hardly any other spots to spawn. Might make a pass over the pillars and roof someday. Mostly for looks. Maybe cut of the outer corner of the pillars just a bit for flow.
  4. This map is made to put heavy emphasis on flicks and reactions while also minimizing camping. It is only made for instagib. It has no pickups at all. 16 spawns, 8 for each team. Note that this isn't meant to be a balanced map or competitive. It is only made to get your arm going. https://steamcommunity.com/sharedfiles/filedetails/?id=887336565
  5. Dedicated Server Guide

    ​The only valid information that is relevant on that screenshot is the ports. Of course it can connect to steam as long as it has internet available. It doesn't mean that you can connect to the server at all. There is still lot of things outside the server program that can be wrong without the server making any indication of it. As long as you don't have an ISP with a special setup the fault should be on your side. Either software blocking the server, like a firewall. Or ports not forwarded correctly. You being able to connect to the server via its local network IP means that it has to be the portforwarding. Alternative your friend that are useless Best approach is having more then one trying to connect if you really think you done it right. Just to minimize the risk of them doing it wrong.
  6. Post your WIP screenshots!

    Been trying different layout solution and slowly getting the parts together to make up a whole map. This bit should stay almost the same to the final version.
  7. [duel] Amh_b1 (for contest)

    ​tehace has it. It was his lm file that worked.
  8. f14p2 (v1.8)

    ​ Doublecheck that you are using right file. At least if by visuals you mean all them pretty meshes and leaves. The version I loaded up just before writing this had them.
  9. [0.37.3] Freezes on servers

    ​What do you mean with hosting a lan server? Sv_public 0 or just others connecting over local network instead of internet?
  10. Competitive Duel Map Contest

    ​ That file loaded just fine for me. Including the light maps.
  11. [duel] Amh_b1 (for contest)

    I did manage to extract the map file and get that one to work. But the map is very heavy on building the lm so you really need to get it working. I also suggest keeping an eye on the GBuffer value (check r_profiler 2) The map is a bit heavy on it which means it will have poor performance on lower end machines. It's basically all the meshes doing it.
  12. Competitive Duel Map Contest

    ​Nope it said both where corrupt and couldn't be extracted. Are you using WinRaR?
  13. Competitive Duel Map Contest

    ​Just tried it and got corrupt on both files. Maybe you are running a bad firewall that steals traffic. I know that used to be the source of corrupt files way back.
  14. Competitive Duel Map Contest

    ​It is probably not the issue. Make sure you aren't in edit mode. Then reload the map. Then build the lightmap. Then restart the game and load map to check that you don't get lighting invalid. If you don't it should be ok to upload. It has something to do with entering edit mode before building lightmaps it seems.
  15. Lightmap sampling resolution in 0.37.3

    Yeah if you are going to use floor/ceilings that aren't 64u inside your map you do have to pay attention to their height placement in relation to the probe grid. I did however experience a massive bleed from a lamp on a 14+2u thick bridge. It was build with probes aligned with the bottom surface. But then I went and placed the light right on top of a probe location and... well it didn't like that. If that is something to look out for then it might get annoying if we are able to change the probedistance. Packing them closer could lead to more hits on lightsources.