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Posted by: Shoot_me December 11, 2008 04:20 pm
It's been a while...

Not sure if anyone is still interested in new maps, but here is one I'm in the process of converting over to BB. This map like some of my other ones will probably fall into the "friggin huge" category.

More info to come later.

user posted image

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EDIT: Changed first screenshot to a more current one.

Posted by: KeRnKrAfT December 11, 2008 05:18 pm
Over at asd2bam.org we are more than just interested in your work.
These preview pics are already very promising, looks like a candidate for the map rotation smile.gif

Posted by: iliketoblowzombieheadsoff December 12, 2008 07:21 am
New Maps for BB are always welcome, yo. This looks amazing btw. biggrin.gif

Posted by: Shoot_me December 22, 2008 12:24 pm
Been busy with the class I'm taking, work, and of course, didn't get back home because of the ice storm for the majority of last week... so.. I'm a little behind on everything. Anyway, I had an hour or so to plug away at the map. Here's one of the rooms I finished.

This is one of those "heavily influenced by the last sci-fi movie I saw" rooms. And I was watching aliens again... eh. I guess there could be zombies in there.
ph34r.gif
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... I need to replace those HL textures with something else...

Posted by: KeRnKrAfT January 07, 2009 09:31 pm
Any news on this beauty?

Posted by: Shoot_me January 11, 2009 11:14 am
Working on the next to last room. Nearly time to start adding in monster and event ents.

EDIT:
Side by side comparison with bb_reactor:
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.... Uh... this map may end up being a little on the large size... ph34r.gif I should have paid more attention to that.. woops.

Posted by: Shoot_me January 14, 2009 11:23 am
Last room mapped. Now working on lighting and functional ent placement. If anyone has some free time, I'd like to chuck a basic (no missions) version of the map out for spawn, weapon, monster, and mission placement suggestions.

Until then, here's what I've added as far as func ents and SFX goes:

user posted image

And a partial overview of the map, Sub-LVL3&4 not shown:

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Posted by: cerveaus January 14, 2009 03:51 pm
awesome

Posted by: Security Corporate January 17, 2009 05:39 pm

Shoot me, the only small map that I've ever seen you done was lms_closingin. But trust me when I say that the most if not the whole lot of us appreciate your mighty fine and oversized maps, lols.

Posted by: Shoot_me January 21, 2009 07:47 am
I'll have to check the old log files, but according to the compiler, this map weighs in at around 617,309 square feet. It *might* not be larger than my last map.. I'll need to check. blink.gif

Posted by: Katana January 25, 2009 12:21 pm
Hey there.
I might be new to the BB scene but I'm a hardcore zombie/coop games lover. smile.gif

Shoot_me, you're one of the most talented GoldSrc mappers I've ever seen, and this map looks really, really great!

How are things looking at the moment? Let us know about any progress you make!
If you need some testers just drop me a line. smile.gif

By the way, could you possibly link to your other maps? Majority of the links I find are either dead or redirect to some flowers selling website. blink.gif

Keep up the good work! You got my support.

Posted by: Shoot_me January 30, 2009 11:58 am
Thanks.

I've been offline up until yesterday. Got caught in the ice storm that when across the states earlier this week.

Satellite + 1/2in of ice = no Internet for a few days (or more). sad.gif

Power flickering on and off doesn't help either.

Probably around this weekend I'll start work on the map again. Still adding ambient ents/weapons/ammo/zombie spawn points. I may upload a mission-less version first to see what you all think would be appropriate as far as objectives go.

That, and maybe have multiple objectives set so that server admins can pick and choose which ones they want to use.

EDIT:

All my previous maps can be found http://ironoak.ch/BB/index.php?page=maps There are a lot of other great maps there too that have been submitted by others over the years.

http://ironoak.ch/BB/index.php?page=mapinfo&id=125

http://ironoak.ch/BB/index.php?page=mapinfo&id=100

http://ironoak.ch/BB/index.php?page=mapinfo&id=68

http://ironoak.ch/BB/index.php?page=mapinfo&id=28

Posted by: Shoot_me February 10, 2009 11:56 am
I'm thinking about reversing the zombie and marine spawns... doesn't make much sense as you would have to try to get past the hordes of zombies if you were to die and return to this area before the mission ended...

I'm probably going to post a missionless version here after a while. I hope. ph34r.gif


user posted image

Posted by: KeRnKrAfT February 23, 2009 06:30 pm
Just add some medipacks tongue.gif
Well, still looking forward to this map.

Posted by: Shoot_me March 10, 2009 08:45 am
ARGH!! MAINFRAME CLASSES BAD!! VERY BAD!!!

I'm still working on the map when I can... reworking the last room again.. just wasn't happy with it. On a semi-unrelated note, got some new PC hardware on the way that might speed compiles up a bit. My single-core AMD CPU is starting to show it's age.

semi-new section:
user posted image

EDIT: OK, time for sleep... got the spawn point for FRED mapped out though. Now I just need to finish adding in all the extra stuff and the rest of the zombie spawn points and I'll have an "alpha" version ready for download:

user posted image


Posted by: Shoot_me March 11, 2009 06:41 pm
Map is compiled. Once I get back from work I'll run through it a couple of times and if all is well, I'll be posting a download link here soon. ph34r.gif

Posted by: Shoot_me March 12, 2009 11:06 am
DOWNLOAD LINK: http://www.aybnetwork.com/BB_DLab_ALPHA110309.zip

I can't stress enough that this is a very EARLY version of the map. I've got to add all the missions, redo most of the zombie spawns, weapon spawns, ammo spawns, etc. Some sound effects and such are included in this version, but many more will be added later on (getting an ent count together right now).

I'd really like input on mission ideas, possible problem areas, ent placement, well, really, the sky is the limit.

All the spawns needed to run at least a 16 plyr (though, I might have 32 spawns) game are there, it's just... an early version of the map.

That said, enjoy!

Posted by: Shoot_me March 16, 2009 01:35 am
Is the map THAT bad?! blink.gif

Posted by: Security Corporate March 16, 2009 09:39 am

Oh, sorry. I don't think anyone's tried it yet. Some of the servers that woulda picked it up quickly are still down I think. It's a big map that's better with friends, but I'll give it a shot. Give me the week and I'll post up a review like I did last time. happy.gif

Posted by: Shoot_me March 18, 2009 10:43 am
Much appreciated. biggrin.gif

Posted by: Security Corporate March 21, 2009 02:37 am

Can anyone here host a server or something? I'd like to test this map with a friend or two. Mallic, think you and I can meet up somewhere and set up a LAN game for this? Anything will do at this point. This map overwhelms my lonesome self.

Posted by: Shoot_me March 22, 2009 04:07 am
Needs more medpacks?

Posted by: mallic March 22, 2009 07:34 pm
we could meet at your house if you can arrange a ride ari.

Posted by: Security Corporate March 26, 2009 12:49 am
QUOTE (mallic @ March 22, 2009 11:34 am)
we could meet at your house if you can arrange a ride ari.

That's not going to work out anytime soon. Anyway shoot_me, I apologize for not getting to this sooner. I've been bogged down with scholarship research and crap. I've already began testing though, and as with all your maps, I'm having a blast. I will post a full fledged review (with some pics) on Saturday.

Posted by: Shoot_me March 26, 2009 04:31 am
No rush.


EDIT: been using this time to map some rooms in NS... I wonder if the IronOak team would do a zombies in space version of BB2s!! I could use the sci-fi theme again! tongue.gif

http://i6.photobucket.com/albums/y226/yarrik71/THESCIFIAHHHH.jpg

Posted by: Security Corporate March 29, 2009 11:30 am

Derelict Review

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Those are pretty damn imposing blast doors Shoot_me. Well, I'm happy to be met with soldiers instead of zombies hordes, so who am I to complain?

Before I continue, I just want to say anything I say that you probably already know is said because my obsessive compulsive disorder won't let me do otherwise. Please don't take it as insult or anything.

Let me start with praise. This map, as with all your maps, is an architectural masterpiece. Other than the map just plain looking brilliant, it took me three go arounds (as the time limit is capped under 20 minutes) to explore all the niches of the large underground lab, and I'm pretty sure I missed something. I got lost plenty of times too, and with the zombies sprawling in every corner, getting lost sucked. And the zombies! In the tight hallways of the labs, the many zombies are quite the challenge. There's few safe places, and some of those places can still be overrun if you're not careful. And with all the different sections and varied hallways and rooms there is PLENTY of room for a plethora of objectives, but I will get to that later. The lack of sound is sort of good thing by the way, as the map is supposed to have a "derelict" feel to it.

Now it's sort of ironic for me to say this, but the scale of the map (although very large) could still be expanded a bit. There are plenty of locked doors littered all over the place and if possible, add some areas that either connect to the more mission important areas or are just dead end (but aesthetically interesting). It would add some easy confusion for players and make them actually think in navigation.

The map is already very open ended, but adding even more of that will give that unsettled but curious feeling in your stomach like the kind many people had in Black Mesa.

Of course, this map is only an alpha, so it has some quirks. I'm going to address them, in case they are not on purpose. For example...

user posted image

I found this dork hiding in the dark in the bottom of a broken elevator shaft. Seriously, what's his story? Although I found his simply being there as comic relief (I was in a frenzy, and it didn't help that I missed the jump from the ladder to the busted elevator).

Hehe. My ventures into the derelict facility were cut short by them a few times up to this point, so I was a hot blooded:

user posted image

The big fence that blocks off that one wing on the left side, if you go around the lab in order to get behind the fence, it is invisible like this:

user posted image

That was the only major mapping error I've come across, but it's all good after that.

Moving on to the "story" aspect of the map, which I've been obsessing over. Now according to the following pictures, I'm guessing Umbrella has something to do with it. And a security guard. Well, the ONLY security guard. His buddies must have died during the outbreak.

user posted image

A possible storyline I can see happening is, since the players start on the surface, is that the players could be an elite team sent by the government or whatnot into the Umbrella like facility and shut down the entire place. A small contigent of marines have been sent in as support as well.

Now you're right, the sky is pretty much the limit on the objectives that could be done here. There should be primary and secondary objectives. Primary objectives could consist of shutting down (and maybe destroying) the labs by overloading the power generators (which itself can be a series of objectives), causing a massive explosion that could bury the entire complex. And the secondary objectives can be almost anything, from extracting certain data, destroying other research information, or killing as many zombies as possible. In the deepest levels of the complex, I found the compartment sealing Fred in, so that is obviously a side objective.

The biggest (and only) issue I've had with your maps is the time limit however. I know the server doesn't control it, as I set the time to 60 minutes but still only had like 17 minutes. Assuming the time limit is map based, there has to be more minutes (like 25 or 30) to accomplish anything. It already takes me 5-10 minutes to get from one end to the map to what I believe is the other end of the map. And that's running passed and dodging everything as fast as I can with 34 speed.

Additionally, weapon spawns just need a bit of polishing. The minigun and flamethrower placements I think should be kept to one each, and in more hidden areas. Players should fight in order to earn better weapons. Surface weapons should be kept to basic levels, with the deeper the player goes, the better the weapons get. Gives a little more incentive. Although the medkit areas are few, you made sure to put lots of medkits in those areas, which pretty much makes up for it.

Regarding player spawns, there can be an issue with players always starting on the surface. Starting over so far away can be pretty agonizing, especially in massive maps such as this. This makes an already constrained time limit even worse. On the other hand, it could provide a much bigger challenge to an experienced player. I suggest some sort of halfway point. Once that point is made, spawns should be moved there. Either that, or a shortcut from the surface spawn to a spawn in the facility (via broken ventilation shaft or something).

Overall, this map is yet another outstanding addition to your collective of maps Shoot_me. I'm looking forward to future releases. It's sad that there aren't many players out in the world of Brainbread able to appreciate it though. Once the asd2bam server is back up and running, I'll talk to the server owner about using the map.

Before I go, I leave you all a lesson to be learned when leaning over a ledge to look at something cool:

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Posted by: mallic April 01, 2009 09:12 am
noob for falling in

Posted by: Shoot_me April 13, 2009 10:21 am
First things first. I've finally got the HTPC set up to compile BB maps, which on a test run is MUCH faster when using the HTPC's Quad-core versus my main PC's single-core... eh. tongue.gif

I'm currently working on the missions right now, got 3 running at the moment, though, it'll take some time as I am trying to add in some "extra" missions that can be enabled/disabled as well as alternate missions to add to some diversity in the map.

I'm also going to try to add some "dead end" pathways in too, but it all depends on how close I am to the compiler limitations on this map. (I'm already fairly close).

The marine hiding at the base of the elevator shaft was placed there in case a player happened to fall down the elevator shaft and survive... while being zombiefied or while already a zombie. That way the player can earn kills to respawn as a human or just get killed by the marine (esp. if the /kill cmd is disabled on the server... can't remember if this is/can be done in BB).

The (literally) one sided fence, well, it's not so much a glitch as it's an area that you're not suppose to reach.. When converting the map from RE:CB to BB, I had to remove the door as RE:CB ents were a little different (diff args). I'll add an impassable door blocking that area off in future version of the map... ph34r.gif

When it comes to the map time limit... last time I looked, there was no way to change this via ents pre-compile. I think it's a server var, so I unless I hear or find out otherwise, I'm going to attempt to make this map 20min time limit friendly... I hope.

I'll address the weapon spawn points. I'll probably start off with pistols and one or two semi-auto weapons at the spawn, any work it up to rifles and fully automatic weapons by the halfway point.

Speaking of the halfway points, I'm going to try to use a "checkpoint" in this map in the form of a teleport func. Once you complete a certain mission (probably the one in the tunnel section after the 1st elevator shaft) I'll have a teleport func. appear near the spawn so that you can skip a good deal of the map if you die and respawn.

Heh.. now if only I could get a hold of the fire-death sound from Marathon Infinity, that angonizing scream would be a great sound to use for those who belly-flop onto the floor of the laser room. LOL.

Posted by: Security Corporate April 14, 2009 01:00 am
QUOTE (Shoot_me @ April 13, 2009 02:21 am)
Heh.. now if only I could get a hold of the fire-death sound from Marathon Infinity, that angonizing scream would be a great sound to use for those who belly-flop onto the floor of the laser room. LOL.


Hey now, I just had a slight lapse of coordination ok? It happens to everybody. xD

Posted by: Shoot_me April 14, 2009 06:01 am
Going to reduce zombie spawn points when missions complete. Can be changed by editing the tsk file though. I'll have 2 or 3 that spawn zombies regardless.

EDIT: New build coming soon. Compile times on the new PC take a FRACTION of the time needed on my older PC! Added 4 new missions (to halfway point) and the checkpoint is working... though may need a warning sign... (insert evil laugh here).

Posted by: Shoot_me April 14, 2009 09:12 am
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!

user posted image

Posted by: Shoot_me April 14, 2009 09:48 am
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.

http://aybnetwork.com/BB_DLab_BETA140409.zip

Posted by: Shoot_me April 17, 2009 06:28 am
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 -----

Posted by: iliketoblowzombieheadsoff April 18, 2009 04:48 am
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!

Posted by: Security Corporate May 01, 2009 04:54 am

Just downloaded your recent version of the map Shoot_me. I will be playtesting it this weekend. happy.gif

Posted by: Shoot_me May 03, 2009 06:48 am
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...

Posted by: Security Corporate May 05, 2009 06:33 am
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

Posted by: Shoot_me June 13, 2009 06:21 am
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

Posted by: 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.

http://aybnetwork.com/BB_DLab_BETA_LST_140609.zip

Posted by: Chairman Wesker June 14, 2009 01:28 pm
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.

Posted by: Shoot_me June 14, 2009 06:18 pm
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?

Posted by: KeRnKrAfT June 28, 2009 09:48 am
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.

http://aybnetwork.com/BB_DLab_BETA_LST_140609.zip

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.

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

Posted by: Security Corporate June 28, 2009 10:00 pm
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.

Posted by: _CiviliaN^SoldieR_ June 28, 2009 11:10 pm
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.

Posted by: iliketoblowzombieheadsoff June 30, 2009 05:53 am
BB might have died, but this game is really in for a ressurection after a while. Give it time my friends.

As for this map, it is the actual birth of a new map that I've really seen.

Posted by: Security Corporate June 30, 2009 08:00 am

I'm sorry about my pessimism guys. It's just been too long, you know? unsure.gif

Posted by: iliketoblowzombieheadsoff July 01, 2009 02:40 am
Yeah... I lost my hopes quite a while ago too. But ressurection can happen anytime and will make a thing new again.

Posted by: KeRnKrAfT July 02, 2009 01:26 am
QUOTE
On a more lighthearted note, a mod has to die before rising up again to be considered a "zombie" mod.

Posted by: iliketoblowzombieheadsoff July 02, 2009 04:34 am
That my friend, is one of the greatest quotes I have ever read. I agree to the one billionth power.

Posted by: Security Corporate July 02, 2009 06:26 am
QUOTE (KeRnKrAfT @ July 01, 2009 05:26 pm)
QUOTE
On a more lighthearted note, a mod has to die before rising up again to be considered a "zombie" mod.

That my friend is what you call "OMGWTFLOLAWESOME."

Posted by: Shoot_me July 04, 2009 10:43 am
Sorry for the absence. Related to the map, I've been working on detail textures and the finishing touches. Got 60+ detail textures at the moment finished, not sure what the final count will be, but for simplicity I'm going to just add/merge them with detail textures that are being re-used from past maps. As long as the maps uploader for this site is still working, I'll post the finished map archive there. I'll also post it on moddb, probably along with the source files (separate archive).

Also:

The missing sounds will be included with the final version.
If anyone has any zombie placement requests, post them ASAP!
if anyone has any weapons/health/etc. placement requests, post them ASAP!

I also have another map that I'm just messing around with right now for BB, which I'm thinking of turning into an outside LMS map. Something along the lines of a military warehouse. I'm planning on making a night map where aside from a few dimly lit buildings and marine held positions, it'll be near pitch black with the exception of when flairs are deployed (would be on a repeating timer). That might make things a little interesting. biggrin.gif

Posted by: MadMax_FMM July 04, 2009 08:06 pm
Hello guys!

As one the main devs of BB i just wanted to tell you that i'm proud of such a fanbase. I'm really suprised that there's still a community which supports our old mod in such a way! Personally i would love to create another BB mod, but to be honest i won't have the time for that (uni, work etc.). Besides that - thank you guys! ^^

@Shoot_me: Great work! A few texture hints: Don't use the flat "glass texture". Use a framed "Glass window"-texture instead. It really looks better! Same for the floor texture. Although you used neutral asphalt/concrete, i would suggest either a tiled concrete texture or a concrete texture with a higher resolution.
Related to these screenshots:
http://img26.imageshack.us/img26/8587/bbalphaderelictlab0036.png
http://img6.imageshack.us/img6/5678/bbalphaderelictlab0027.png

Posted by: Shoot_me July 05, 2009 09:42 am
Hmm... what about when detail textures are turned on?

user posted image

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EDIT: Here's some of the changes I've made with detail textures:

Without detail textures:
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With detail textures:
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Posted by: KeRnKrAfT July 05, 2009 07:39 pm
Could you place another or two^^ ammoboxes at the player spawn? With more than 5 players on the server the "reloading time" gets kinda annoying.

Thanks!

The concept of your new map sounds great! cool.gif

Posted by: Shoot_me July 06, 2009 01:01 am
Added the two ammo boxes at spawn. All the sound point ents are added as well. If there isn't anything else to add, I'll attempt to upload the map again later tonight.

At this time, the .zip file size is approx 8.72 MB (9,146,368 bytes)

user posted image

Posted by: Shoot_me July 06, 2009 08:36 am
Attempted to upload the IronOak website, if I remember correctly, it either will take a while or will have to be approved by an admin. I have also uploaded it to moddb.com, which could take a little while too... ARG!

EDIT: I'll repost the link once it'll actually work. I can see it while logged in, but until the map is approved on MODDB, no one else will be able to see it.

sad.gif

Posted by: Security Corporate July 07, 2009 12:27 am

Is the half way point still a teleportation device? Could you make it more discreet? Puhleese? tongue.gif

Posted by: Shoot_me July 07, 2009 04:57 am
Yes and no. I'm still using a teleport entity, but it's that big vent/pipe sticking out of the ground near the spawn points. Once the checkpoint it set, the grate opens up and you can jump down into the lower level. For practicality reasons, I didn't just make it a straight shot down (the fall alone would kill you). But it's not like the temp teleporter I used.

DL link on MODDB has been approved! Still waiting on the ironoak one.

http://www.moddb.com/mods/brainbread/addons/bb-derelict-lab

Posted by: Security Corporate July 07, 2009 08:14 am
QUOTE (Shoot_me @ July 06, 2009 08:57 pm)
Yes and no. I'm still using a teleport entity, but it's that big vent/pipe sticking out of the ground near the spawn points. Once the checkpoint it set, the grate opens up and you can jump down into the lower level. For practicality reasons, I didn't just make it a straight shot down (the fall alone would kill you). But it's not like the temp teleporter I used.

DL link on MODDB has been approved! Still waiting on the ironoak one.

http://www.moddb.com/mods/brainbread/addons/bb-derelict-lab

Very true, and a complicated climb along the vent would be impractical as well. Excellent cover for the teleporter though. biggrin.gif

I'm downloading this now.

Posted by: Shoot_me July 07, 2009 09:49 am
Well... I'm going to call it a night. Heh, I even got the new map I'm working on to a point where I can compile it.... I wonder how long this next one will take. blink.gif

Eh, if anyone wants to edit bb_derelict_lab, I'll probably throw the source files up for it on MODDB. Still not sure if the upload to the IronOak site went through. I don't see it listed still.

Anyway, let me know how the map turned out. I'll start a new thread later one when I get this new map far enough along. biggrin.gif

Posted by: KeRnKrAfT July 20, 2009 06:18 pm
Thanks for all your amazing work! It's by far one of the best maps ever and already on heavy rotation on the asd2bam server.

Posted by: Shoot_me July 27, 2009 09:15 am
I has begun a mapping again... ph34r.gif

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