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> bb_derelict_lab, New map
Shoot_me
Posted: April 14, 2009 09:12 am
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OK... testing one more build, then it should be ready for upload. The missions in the next version (after the halfway point) should be a little more random.

The checkpoint teleporter!

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This post has been edited by Shoot_me on April 14, 2009 09:13 am


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Shoot_me
Posted: April 14, 2009 09:48 am
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OK, map compiled, .bsp, .log, and .tsk files included.

Weapons placement is still be worked on. Last mission is MISSION 4 (defending the lab access tunnel). Still an early WIP, but soon I should have a near final version once I get the final missions included... which I'm hoping will somewhat randomize which sections of the map you are required to venture into.

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Shoot_me
Posted: April 17, 2009 06:28 am
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Working on the "case" objective right now, after which, there will probably be a total of 2 remaining missions, one to open the door to the big silo-ish area leading to where Fred is, and of course the mission to take out Fred.

I'm thinking about setting up the 2nd to last mission to where it can be set between cooperative-required and single-player friendly modes (through the .tsk file).

I'm divided between the tired old switch-based (two buttons at the same time) or more... annoying func_rot_button approach like the last mission of bb_bunker2.... I died a LOT when testing that map out.... mostly on THAT mission...

Any thoughts? blink.gif


As for dead-ends...

I'll try once I get everything finished.. I am REALLY close to the limits here.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 66/400 4224/25600 (16.5%)
planes 9371/32768 187420/655360 (28.6%)
vertexes 23068/65535 276816/786420 (35.2%)
nodes 11726/32767 281424/786408 (35.8%)
texinfos 12407/32767 496280/1310680 (37.9%)
faces 16505/65535 330100/1310700 (25.2%)
clipnodes 30558/32767 244464/262136 (93.3%)
leaves 7494/8192 209832/229376 (91.5%)
marksurfaces 24262/65535 48524/131070 (37.0%)
surfedges 73825/512000 295300/2048000 (14.4%)
edges 39586/256000 158344/1024000 (15.5%)
texdata [variable] 2377968/16777216 (14.2%)
lightdata [variable] 2364501/8388608 (28.2%)
visdata [variable] 419166/2097152 (20.0%)
entdata [variable] 74676/524288 (14.2%)
262 textures referenced
=== Total BSP file data space used: 7769039 bytes ===
22.35 seconds elapsed

----- END hlrad -----

This post has been edited by Shoot_me on April 17, 2009 08:22 am


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iliketoblowzombieheadsoff
Posted: April 18, 2009 04:48 am
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Seriously though, this sounds like the most new up-to-date epic map of brainbread. Too bad I'm far from playing it. Hehehehehe tongue.gif Your progress is amazing, shoot_me. Keep at it!


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Security Corporate
Posted: May 01, 2009 04:54 am
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Just downloaded your recent version of the map Shoot_me. I will be playtesting it this weekend. happy.gif
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Shoot_me
Posted: May 03, 2009 06:48 am
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QUOTE (Security Corporate @ April 30, 2009 10:54 pm)
Just downloaded your recent version of the map Shoot_me. I will be playtesting it this weekend. happy.gif

Awesome! Just remember NOT to use the teleporter until after you hit the checkpoint (red text)... otherwise, SPLAT. tongue.gif

It must look funny as the zombies wander through it though...


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Security Corporate
Posted: May 05, 2009 06:33 am
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Alright, just played through it. A day late I know, but you know how I do... xD

Love it so far. Pistols at the beginning are sure to frustrate some people. I like turning the two doors switches, because as I've said before, the tight halls are really panic inducing, especially when you hit a dead end and 15 zombies are closing in on you, and then you realize all you have left is one clip in a pistol and 4 shots of the sawed off. All the missions are good and make sense so far. I like how of the smaller missions allow the player to explore the facility a bit but still allow the curious to take a look around.

The only real thing that bothered me is the checkpoint. It can't be a blatant teleport like that, especially if it disintegrates players when they go through it at the wrong point in time. Make the checkpoint more subtle, maybe even a bit more hard to find (hehehe). By subtle, I mean like a crack on the surface that a player can barely fit through, or even a ventilation shaft that breaks open after the big door in the access tunnel explodes.

Looking forward to playing another version Shoot_me. Keep on chuggin'. happy.gif

EDIT: By the way, the placement of the flamethrower is NICE. It came in handy when taking care of the horde. ph34r.gif

This post has been edited by Security Corporate on May 05, 2009 06:34 am
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Shoot_me
Posted: June 13, 2009 06:21 am
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Adding a few fixes right now, and adding the last bit of details to the checkpoint teleport. I should have a near ready version uploaded tonight or tomorrow.

Oh, machine gun has been moved... cool.gif


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Shoot_me
Posted: June 14, 2009 09:51 am
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OK, this is the last BETA. So, next version is the final compile version.

So far, there is one issue that I'm aware of, I forgot to add in a map mission mark for the mission where you have to restore power to the lab.

DOWNLOAD


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Chairman Wesker
Posted: June 14, 2009 01:28 pm
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Good map so far.
I tried to solo it without success. Only made it to the find the case mission.
Freaking zombies kept overwhelming me.
Anyhow I found one problem, a zombie player respawn point seen here is in the ground.
(user posted image) Used a Slight lens flare because that half of the image was very dark. Also that's about right after the ingame message says something about a map marker was saved.

Also the "elevator?" shaft after crawling though the pipes cause for quiet a few falls.
But I blame my constant bad luck with gravity anyhow.
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Shoot_me
Posted: June 14, 2009 06:18 pm
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hmmm.... there shouldn't be any player zombie spawns there... I guess I don't have enough bb_zombie_player ents in the map.. huh.gif

EDIT: Also, in the elevator shaft, did you use the ladder on the right?

This post has been edited by Shoot_me on June 14, 2009 06:20 pm


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KeRnKrAfT
  Posted: June 28, 2009 09:48 am
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QUOTE (Shoot_me @ June 14, 2009 09:51 am)
OK, this is the last BETA. So, next version is the final compile version.

So far, there is one issue that I'm aware of, I forgot to add in a map mission mark for the mission where you have to restore power to the lab.

DOWNLOAD

We already run this version on asd2bam.org

noname and me tested it today and agree with this one being our all time fav. A freekin huge and even for high level players challenging map.I guess that we all will have a truckload of fun in the upcoming "night of the living bread" and the same amount of human zombie players.^^

Thanks for your work and I'm lookin forward to your final version!

P.S. The .wav files are missing.


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_CiviliaN^SoldieR_
Posted: June 28, 2009 01:01 pm
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Shoot Me, I can only simply put it as incredible. tongue.gif


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Security Corporate
Posted: June 28, 2009 10:00 pm
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QUOTE (_CiviliaN^SoldieR_ @ June 28, 2009 05:01 am)
Shoot Me, I can only simply put it as incredible. tongue.gif

As are all of his maps. It's a shame they can't be properly appreciated though because of a dying mod.

This post has been edited by Security Corporate on June 29, 2009 12:30 am
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_CiviliaN^SoldieR_
Posted: June 28, 2009 11:10 pm
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QUOTE (Security Corporate @ June 28, 2009 09:00 pm)
QUOTE (_CiviliaN^SoldieR_ @ June 28, 2009 05:01 am)
Shoot Me, I can only simply put it as incredible. tongue.gif

As our all of his maps. It's a shame they can't be properly appreciated though because of a dying mod.

That is true. But the community that still lives in Brain Bread appreciate your work much more, because you put so much effort into a map which is for a dying mod.


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