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Shoot_me |
Posted: November 11, 2006 08:42 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
Erm.... LMS... not BB.... oh well, back to the thread....
DOWNLOAD Version 0.6b HERE This post has been edited by Shoot_me on November 11, 2006 08:47 am -------------------- Still mapping away!! |
Security Corporate |
Posted: November 11, 2006 09:40 am
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Gore God of Massacre Group: Old BB:S Betatesters Posts: 3115 Joined: April 28, 2005 |
Alright. Where to begin? Ah yes, tough ass map. You can't do this shit by yourself, I'm warning all of you. You need at least one other friend, or you'll die. Overall, I loved the map, and the design of the warehouse. I love the hordes of zombies that swarm your position, it makes for very intense gameplay. I actually had to try to survive! Now I'll divide this shit into sections. Lets talk about the spawn area and beginning sequence: But you'll probably take care of that. Among that is that the spawn is pretty bland, but you'll take care of that too, later on of course. I suggest that you add a broken down truck or APC that blocks a tunnel. And for the player spawns, about 2-3 soldiers should spawn with them. If possible, make the NPC soldiers run into the warehouse. I think it would work, because it seems this environment is very stimulating and makes soldiers run all over the damn place. (I spawned a few outside with "impulse 76") Also, the helicopter should not be in the opening sequence. Just keep the guards there, so it would seem they were just warehouse security. Inside the warehouse and zombie hordes (midway of map): Nice layout, just of course make the lights so they're not floating in space, lol: The fact that NO place is safe is some scary shit. Not even this spot where you drop from the roof of the warehouse: Fucking brilliant! Difficulty is just perfect, BUT there are a few things I'd like to suggest. There's also this thing where the zombies like bunching up into a ball in the front of the warehouse: The zombies get inside the warehouse way too damn fast. It's like you spawn, 10 seconds later the lights go out (which they do) and the zombies are upon you like the stink on Nikku's shit (roflz). Slow the invasion and rushing down a bit. Give it some time, like at least 2 game minutes before they start spawning in the warehouse. And when they get in, it should be section by section. Here's my suggest timeframe after you get into the game, it doesn't have to be pinpoint like this though, I'm just using specific minutes as an example: 1-2 minutes: Zombies outside, start getting in. 3-4 minutes: Zombies now appear on lower floor of warehouse. 5-6 minutes: Zombies on the catwalks, lower floor is overrun. 7-10 minutes: Zombies appear in control room and all parts of roof, catwalks and bottom floor of warehouse is overrun with zombies. 13th minute: Good luck players, because you're all going to die a horrible, gruesome death by over 100 zombies. (no really, over 100) Finishers: Overall, this simple map kicks ass. I have a bunch of suggestions on the map's entirety though. When the helicopter lands and drops off guards, I think that should be taken out alltogether. The guards should already be there because their guarding the warehouse full of military weapons and ammunition. The players along with some NPC soldiers were supposed to be a military detachment assigned to retrieve that stuff and return to base. But see you broke down, so you had to take refuge in this warehouse. After awhile, you call for a helicopter to come and airlift you and the ammo up and outta that hellhole. I used to write backdrop stories and objectives for maps for the mappers to use, so I really thought this through, and for me, it all comes together. Overall, I think you should make this a hybrid map. LMS in the sense that when players die, they fucking die. But, there are objectives. Examples that could be used: 1- Get inside the warehouse and hold it for a certain amount of time. 2- Secure the weapons cache by holding the area for a certain amount of time. 3- Kill a certain amount of zombies to cleanse the area a little. 4- Kill a Fred that banged up the garage door (very important to how map will work and story if you plan to use my suggestions). 5- Call in a helicopter using the radio in control room. 6- Escape (helicopter takes a minute to get to your position, so hold then escape really. Ok, this is a shitload to absorb, but see I like this map a lot, as it has much potential to become a classic BB map. So far, the beta is doing very well, and I believe the map itself is incredible gameplay design. If you use custom high-res textures, that would be totally kickass, and you'd totally be one of my favorite people! Map Rating: 8/10 Difficulty Rating: Noob Easy Normal Hard Veteran I now leave you with an ingame screenshot. Please note there are no soldiers in this map (but there should be ), I spawned these ones myself: This map was really fun to play and review. Awesome fucking job Shoot_me. This post has been edited by Security Corporate on November 11, 2006 09:40 am |
iliketoblowzombieheadsoff |
Posted: November 11, 2006 09:39 pm
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Ratatatatatatatatatatatattatatt Group: Members Posts: 4896 Joined: May 26, 2006 |
Wow... that looks fun.
I was gonna reinstall steam and get BB again yesterday.. But I was having second thoughts, because I was going to play alot of GunZ... Oh well.. And, can anybody just quickly teach me how to put maps in your bb folder?? I really can do that, but like, after a while, when I enter the custom map I downloaded, and play it, bb quits into the menu screen. Always happening.... -------------------- Current game(s): Uh uh not updatin' this no mo
Looking forward to: Some shit Name Shortcut: Zombie, Isit, Bob(not recommended) |
Elite viking |
Posted: November 11, 2006 10:14 pm
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Veteran Lord Carnage Group: Old BB:S Betatesters Posts: 2471 Joined: December 16, 2004 |
Security Coroporate, are you practicing for becoming a journalist?
Map looks wicked cool, I'm dl'ing now |
mrmicky |
Posted: November 11, 2006 10:42 pm
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The Pwnerer Group: BB:S Team Posts: 1397 Joined: September 15, 2006 |
ok even though i got hl2 im reinstalling hl1 and bb just to play this map gnas take a while so post if u wanna play it with me SC i wanna play with u i never have come on plzzzzzz.....
Edit: Just reinstalled BB and sorry i cannot play it, i must wait for bbs because its like going back in time sorry guys! This post has been edited by mrmicky on November 11, 2006 11:00 pm -------------------- Lightsaver the energy efficient Lightsabre |
MeMB |
Posted: November 12, 2006 01:19 am
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Experienced Killer Group: Members Posts: 96 Joined: February 18, 2006 |
Stupid question, but where do I get the FGD for BB? Thanks, I'd like to map for BB sometime.
Oh, and that map looks really good! Great job. EDIT: Never mind the FGD, found it. I should check out the FAQ before asking stupid questions... This post has been edited by MeMB on November 12, 2006 01:21 am -------------------- "The dumber people think you are, the more surprised they're gonna be when you kill them." -William Clayton
Sig thingy made by me. |
mrmicky |
Posted: November 12, 2006 01:26 am
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The Pwnerer Group: BB:S Team Posts: 1397 Joined: September 15, 2006 |
Lmao big laugh from me! to get to the forums you have to go on the website for bb to download the FGD you may have to look in the downloads section *sarcasticly smacks own face*
-------------------- Lightsaver the energy efficient Lightsabre |
Shoot_me |
Posted: November 12, 2006 06:13 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
EDIT: Did I forget to mention... there's a mortar field in thar! This post has been edited by Shoot_me on November 12, 2006 06:14 am -------------------- Still mapping away!! |
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Shoot_me |
Posted: November 13, 2006 07:01 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
MOre..... yes, more screenshots and a new compile coming to a download link near you, very soon.
..just a compile away. -------------------- Still mapping away!! |
Shoot_me |
Posted: November 13, 2006 08:05 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
UPDATED! Current version is now 0.7c Download available via the IronOak map page. -------------------- Still mapping away!! |
Security Corporate |
Posted: November 13, 2006 10:18 am
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Gore God of Massacre Group: Old BB:S Betatesters Posts: 3115 Joined: April 28, 2005 |
This is the r0x0rz! More on this sexy bitch soon. This post has been edited by Security Corporate on November 13, 2006 10:18 am |
Shoot_me |
Posted: November 13, 2006 08:59 pm
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
I think I need to keep tweaking the zombie spawn triggers some more.
-------------------- Still mapping away!! |
Security Corporate |
Posted: November 14, 2006 01:26 am
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Gore God of Massacre Group: Old BB:S Betatesters Posts: 3115 Joined: April 28, 2005 |
Yep, you do. Now they're just a little too slow. Just a little. I like how they don't flood the warehouse until you break the doors. Keep that, that's excellent and realistic. And forget that hybrid map type I suggested, that's too much. Just make a bb_ version though, because I wanna do missions on this. I like the background city with the explosions and airstrikes. Good ambiance. Still some minor details you could add, like to the tunnel and such, but you'll get to that eventually. Great work so far, keep it up! |
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Shoot_me |
Posted: November 14, 2006 08:02 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
Nothing to upload to the map page right now, but here are some screenshots of the new detail textures I'm adding.
A small section was added in without detail textures: This post has been edited by Shoot_me on November 14, 2006 08:04 am -------------------- Still mapping away!! |
Security Corporate |
Posted: November 14, 2006 08:33 am
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Gore God of Massacre Group: Old BB:S Betatesters Posts: 3115 Joined: April 28, 2005 |
Off-topic: Shoot_me, do I sound too demanding when I make a suggestion? Because If I do, I'll be happy to tone down. |