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Shoot_me |
Posted: February 03, 2005 07:50 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
Just started work on another BB map. I've decided to do a continuation of the bb_bunker2 map that I recently finished. This map starts out where the last one left off. Below are some screenshots of what I'm working with right now. It's still in the VERY early stages (less than 2 hrs) and everything is subject to change.
Like the last map I'm planning on adding detail textures. Some from the old map will be used in this one (but will be called from the existing bb_bunker detail dir to avoid redundancy) with less of an emphasis on the grungy feeling, unless I change my mind. The map is going to start out in a pre-disasterish state. But, as you venture further into the map, the damage caused by various events will gradually increase in severity. Map storyline: You along with a handful of civilians manage to survive the journey through the zombie-infested sections of the bunker by manually opening the blast doors sealing you and your companions off from safety, or so you thought. As soon as you managed to open up the blast doors leading to the personnel section, a handful of marines and a security guard rushed over to fend off the persistent zombies. Unfortunately, the lengthy ordeal had taken up virtually all the ammunition that you were carrying as well as the ammunition reserves of the others with you. With the growing number of zombies approaching, you and those without a gun or ammunition were rushed into access corridor while the marines attempted to close and secure the blast doors. Just as the zombies were about to overtake the marines, the doors of the access corridor slammed shut separating you and those in the corridor from the marines. Unable to open the access doors, you and the other surviving civilians must now venture into the rest of the compound virtually unarmed. Hopefully, the marines left behind some weapons and ammunition in the foyer as the doors leading directly to the personnel quarters wont open either. Basic idea: It seems that a few of the civilians that made it into the reactor and personnel section of the bunker were infected prior to your arrival. The marines and local security guards panicked and tried to isolate everyone as much as possible to avoid further losses. Unfortunately for you, this cuts you off from the shortest escape route, as well as anyone else who may have avoided becoming as zombie so far. To make matters worse, a series of explosions have opened up paths for the zombies to start flooding in from the garage and sewer, which have now been overtaken. Finding weapons shouldnt be a problem now though, discarded guns litter the hallways as the marines are driven back by oncoming waves of zombies, ammunition is another matter. Objectives: Too early, but there will be quite a few custom missions this time around. This post has been edited by Shoot_me on February 05, 2005 09:36 am -------------------- Still mapping away!! |
Chubbieboi |
Posted: February 03, 2005 09:00 am
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Zombie Hunter Group: Members Posts: 154 Joined: November 25, 2004 |
ooooooh looks interesting
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OMEGA5.1 |
Posted: February 03, 2005 10:49 pm
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Real zombie Nemesis Group: Members Posts: 309 Joined: December 03, 2004 |
LOL, you really like that fifties texture don't you, shoot_me?
Regardless, looks pretty cool so far! |
Mac |
Posted: February 04, 2005 12:40 am
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Zombie Hunter Group: Members Posts: 265 Joined: December 16, 2004 |
Make it 'doom 3 esque' XD XD
No one diss shoot_me's textures, because his textures rule. They're sharp as hell and detailed. -------------------- Ex-Admin of |A.B.C.|'s Super Hard BB Server
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Skullky |
Posted: February 04, 2005 03:14 am
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Zombie Hunter Group: Members Posts: 102 Joined: February 04, 2005 |
Sharp as hell and detailed? Its halflife.wad...
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Shoot_me |
Posted: February 04, 2005 05:01 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
Yeah, but the good old halflife.wad holds so much potential. And if you get things just right, your map is lower-spec-PC-friendly while looking good on higher-end PCs.
bb_bunker2 images -------------------- Still mapping away!! |
Shoot_me |
Posted: February 04, 2005 05:08 am
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
LOL, yeah, I do. A lot of them can be applied in so many different ways, besides Im just trying to stand out a little. That and its a bit of an extra challenge to make the basic half-life textures look good. Besides, I really liked how bb_bunker turned out, so, why mess with a good formula when completing a sequel to the first map? Though, this time I might want to actually make a layout, I started out with one room and let my imagination do the rest working without a plan makes things difficult. EDIT: if youre talking about the fifties wooden wall; that just happens to be what the default texture in quark is set to. So if you see that fifties wall, its not been textured yet. -------------------- Still mapping away!! |
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OMEGA5.1 |
Posted: February 04, 2005 10:46 am
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Real zombie Nemesis Group: Members Posts: 309 Joined: December 03, 2004 |
lol
I see... Wasn't tryin to say you had bad taste in textures or anything. |
Skullky |
Posted: February 04, 2005 01:47 pm
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Zombie Hunter Group: Members Posts: 102 Joined: February 04, 2005 |
Its not good to rely on detail textures, as 90% of people have the option turned off :/
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Shoot_me |
Posted: February 04, 2005 03:48 pm
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
Well, that can't be helped. Those who read the map descriptions though will see a little note to turn on detail textures.
It's either that, or tone down the use of textures to accommodate larger more detailed (regular) textures. And right now I'd rather keep within the 8 meg limit (4 meg when I can help it). This post has been edited by Shoot_me on February 04, 2005 03:51 pm -------------------- Still mapping away!! |
(4THIDUSA) SSG H. |
Posted: February 04, 2005 03:56 pm
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Real zombie Nemesis Group: Members Posts: 407 Joined: December 13, 2004 |
and would you do me a favor, and write down the detail texs you used, thats a lot of typing for me to do, to put up your map. Or I could just not include your detail texs in the download, this is what I had to write for bunker2 so the detail texs would download to the player. These are not automatic they have to be added by hand, thanks
gfx/detail/bb_bunker/-0CRETE2_FLR04_DETAIL.tga gfx/detail/bb_bunker/-0FIFTIES_C_DETAIL.tga gfx/detail/bb_bunker/-0LAB1_W4GAD_DETAIL.tga gfx/detail/bb_bunker/-0SILO2_P1_DETAIL.tga gfx/detail/bb_bunker/-0SILO2_W3__DETAIL.tga gfx/detail/bb_bunker/-0TNNL_W4_DETAIL.tga gfx/detail/bb_bunker/-1OUT_W5B_DETAIL.tga gfx/detail/bb_bunker/-1SILO2_WALL1_DETAIL.tga gfx/detail/bb_bunker/-1SILO2_WALL3_DETAIL.tga gfx/detail/bb_bunker/-2LAB3_FLR1B_DETAIL.tga gfx/detail/bb_bunker/-3SILO2_P2B_DETAIL.tga gfx/detail/bb_bunker/~LIGHT3E_DETAIL.tga gfx/detail/bb_bunker/C1A0_LABGLU_DETAIL.tga gfx/detail/bb_bunker/C1A0_LABW7B_DETAIL.tga gfx/detail/bb_bunker/C1A1_GAD3_DETAIL.tga gfx/detail/bb_bunker/C1A1_GAD4_DETAIL.tga gfx/detail/bb_bunker/C1A3_DR1_DETAIL.tga gfx/detail/bb_bunker/CRETE3_WALL02_DETAIL.tga gfx/detail/bb_bunker/CRETE4_FLR01_DETAIL.tga gfx/detail/bb_bunker/DRKMTL_SCRN4_DETAIL.tga gfx/detail/bb_bunker/FIFTIES_CMP1B_DETAIL.tga gfx/detail/bb_bunker/FIFTIES_CMP1C_DETAIL.tga gfx/detail/bb_bunker/FIFTIES_CMP4A_DETAIL.tga gfx/detail/bb_bunker/FIFTIES_DR3D_DETAIL.tga gfx/detail/bb_bunker/FIFTSFILE1_DETAIL.tga gfx/detail/bb_bunker/FIFTSFILE2_DETAIL.tga gfx/detail/bb_bunker/GENERIC009_DETAIL.tga gfx/detail/bb_bunker/GENERIC015A_DETAIL.tga gfx/detail/bb_bunker/GENERIC64_DETAIL.tga gfx/detail/bb_bunker/GENERIC69_DETAIL.tga gfx/detail/bb_bunker/GENERIC101D_DETAIL.tga gfx/detail/bb_bunker/GENLOCKER_DETAIL.tga gfx/detail/bb_bunker/LAB1_BLUXFLR1_DETAIL.tga gfx/detail/bb_bunker/LAB1_DOOR2_DETAIL.tga gfx/detail/bb_bunker/LAB1_DOOR7_DETAIL.tga gfx/detail/bb_bunker/LAB3_C2_DETAIL.tga gfx/detail/bb_bunker/LAB3W7_DETAIL.tga gfx/detail/bb_bunker/OUT_BOX2_DETAIL.tga gfx/detail/bb_bunker/OUT_BOX2B_DETAIL.tga gfx/detail/bb_bunker/OUT_BOX2C_DETAIL.tga gfx/detail/bb_bunker/OUT_BOX2D_DETAIL.tga gfx/detail/bb_bunker/OUT_PAV3_DETAIL.tga gfx/detail/bb_bunker/OUT_SNDBG5_DETAIL.tga gfx/detail/bb_bunker/OUT_WLK2_DETAIL.tga gfx/detail/bb_bunker/SILO2_C1B_DETAIL.tga gfx/detail/bb_bunker/SILO2_GAD4_DETAIL.tga gfx/detail/bb_bunker/SILO2_P2_DETAIL.tga gfx/detail/bb_bunker/SILO2_PAN6_DETAIL.tga gfx/detail/bb_bunker/SILO2_WET1_DETAIL.tga gfx/detail/bb_bunker/SILO2_WET4C_DETAIL.tga gfx/detail/bb_bunker/SILO2_WETDR_DETAIL.tga gfx/detail/bb_bunker/TNNL_C1B3_DETAIL.tga gfx/detail/bb_bunker/TNNL_FLR5_DETAIL.tga gfx/detail/bb_bunker/TNNL_SWRC1_DETAIL.tga gfx/detail/bb_bunker/TNNL_W4A_DETAIL.tga gfx/detail/bb_bunker/TNNL_W12_DETAIL.tga gfx/detail/bb_bunker/TNNL_W14B_DETAIL.tga -------------------- |
Shoot_me |
Posted: February 04, 2005 04:37 pm
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
Wasn't the .res file included? Or was it incomplete?
Hmm, I'll check the archive and see what's wrong. The .tga files should be downloaded, but I probably goofed on the .res file, or maybe haven't even included it... EDIT: $(*#, I knew I'd mess something else up... the .res file didn't make it into the .zip, I'll update the archive on the user maps section of this site and host a standalone .res file on my site. Sorry about that. This post has been edited by Shoot_me on February 04, 2005 05:12 pm -------------------- Still mapping away!! |
Shoot_me |
Posted: February 04, 2005 05:02 pm
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
OK, first thing's first:
1. bb_bunker2 res file uploaded to my site, right click and select save as on THIS URL. Place the bb_bunker2.res file in your maps dir where bb_bunker2 is located. 2. Updating the zip file on the user maps listing (if I can), will change the version number to 1.1b (or somthing along those lines). bb_reactor stuff I' have uploaded an alpha of the begining sequence to bb_reactor (if anyone has a really good explosion .wav file, I could really use one ). I threw in some zombies so it wouldn't be a total waste of time. DOWNLOAD ALPHA Here are some screenshots of what I've gotten done so far: -------------------- Still mapping away!! |
(4THIDUSA) SSG H. |
Posted: February 04, 2005 06:08 pm
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Real zombie Nemesis Group: Members Posts: 407 Joined: December 13, 2004 |
No, those detail texs are NOT added automatically by resgen, they are not "part" of the bsp, you must add them by hand.
You dont need to change the name of the map, only server ops need to add the gfx/detail that I posted and make sure they have those tgas available in the server files for download -------------------- |
Shoot_me |
Posted: February 04, 2005 11:09 pm
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Last hope of Mankind Group: Members Posts: 592 Joined: December 29, 2004 |
OK, you've lost me. I usually create the resource ( .res file) by hand and include it in the .zip. I made a boneheaded mistake and forgot to include it in the zip archive. Thats why I posted a link to the .res file and am currently updating the .zip archive on ironoak. I guess the .res file is a bit of an override for resource downloading (that's the way I've always set up maps with extra files). As far as I know, detail textures are separate from normal textures. Im not even sure if you can include them in the bsp or even a wad file, Ill look into that, but Ive only been messing with detail textures for a month or two (even less when I was working with them in NS). All the detail textures are included in the .zip archive and the directory structure is preserved within the .zip file. So, clients and server operators can install the detail textures by simply unzipping the map and included files within the .zip file. The problem that I thought I needed to address was the fact that I forgot to include a .res file in the zip archive to allow clients to automatically download all the other misc. files such as .tgas, .tsk, etc. other than just the map bsp. I recently included the .res file so that you wouldn't have to go into the ../gfx/detail/bb_bunker directory to get all the file names to make the needed entries in the .res file. If there's some other way of making these files available for download to the clients, you can just click on the link to the res file and you will get a list of all option files that HL probably won't download without the .res file. But, just in case you're browser doesn't list them I'll post the entire list (with relative dir structure) below. If that doesn't help please let me know. I might be trying to tackle the wrong problem.
This post has been edited by Shoot_me on February 04, 2005 11:20 pm -------------------- Still mapping away!! |
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