
![]() |
[ Resend Validation Email ] |
Welcome Guest [ Log In · Register ] |
![]() ![]() |
![]() ![]() ![]() ![]() |
Shoot_me |
Posted: January 05, 2005 07:25 am
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Ive finished most of the scripted sequences in the dark hallway, hopefully it should add a little to the atmosphere of the map. Only problem is, I messed up all the ambient sound in the hallway and dont have time tonight to recompile it. So, Ill update the archive at a later time, but heres some screenshots.
Also, are there any suggestions as to changes to the map? If it outright stinks, please let me know. Dont want to put all this effort into the map if Im going in a completely wrong direction with it. Pre-trigger event ![]() Post-trigger event ![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 05, 2005 07:33 am
|
Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
Great map so far... played the "early version" on my server... was very impressed!
New screens look good too! Keep up the good work and you'll surely have a classic at hand. ![]() Omega5.1 |
Shoot_me |
Posted: January 05, 2005 07:36 am
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Thanks! I was getting a little worried there from the silence. I was getting worried that I was completely missing the mark with this map.
![]() -------------------- Still mapping away!! |
Shoot_me |
Posted: January 05, 2005 04:09 pm
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Finally got the sounds and triggers all working, or so it seems. Now I can start moving on to other areas of the map architecture until its time to put the finishing touches on everything. So far, Im a little past the halfway point (not including the sewer).
Original archive UPDATED: (11/1/05): DOWNLOAD -------------------- Still mapping away!! |
Hobo Ninja |
Posted: January 05, 2005 08:15 pm
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 722 Joined: December 18, 2004 ![]() |
I downloaded the bottom one but the one above that doesnt work....the link just goes to
Not Found The requested URL /brainbread/BunkerMap_ALPHA_BSPONLY.zip was not found on this server. Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request. -------------------------------------------------------------------------------- Apache/1.3.33 Server at www.aybnetwork.com Port 80 |
Shoot_me |
Posted: January 05, 2005 09:21 pm
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
D'oh! I ftp'ed it to the images directory.
![]() ![]() Fixed now, sorry about that. -------------------- Still mapping away!! |
Shoot_me |
Posted: January 06, 2005 04:24 am
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Small update, Ive finally mapped out the basic part of the map that will be used for the Fred mission. Im planning on adding some misc. stuff for the sake of keeping it from being an empty room, but the player shouldnt be able to jump up an anything (well, anything that will prevent the zombies from attacking).
Not sure if I should make it fairly bright, or keep it really dark, but there wont be any blinking, or flicking lights in the Fred mission area. After this, there should be one last stretch to map before the escape zone. Im hoping to make a room or hallway were the apache helicopter can flyby and take out zombies periodically as the player traverses through one last wave of zombies. BSP only archive updated (5/1/04) ![]() ![]() ![]() ![]() ![]() ![]() ![]() -------------------- Still mapping away!! |
Mac |
Posted: January 06, 2005 01:33 pm
|
![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 265 Joined: December 16, 2004 ![]() |
Looking good! Just start giving the map direction, instead of size.
-------------------- Ex-Admin of |A.B.C.|'s Super Hard BB Server
|
VvvvV Saint VvvvV |
Posted: January 07, 2005 02:56 am
|
Experienced Killer ![]() ![]() Group: Members Posts: 50 Joined: January 05, 2005 ![]() |
actually i like how long the map is...it makes it more lengthy to play...not so much mad rushes of zombies but more atmosphere...each dark corridor could spawn a legion of zombie's it keeps me on my toes...i like it...
![]() ![]() ![]() |
Shoot_me |
Posted: January 07, 2005 06:06 am
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Well, thats along the lines of what Im wanting to do. Instead of just having a ton of zombies wondering about, Im trying to set up queues (like in the hallway in the updated BSP) where one minute the room is clear, bright and probably fairly boring. But once the player has entered the room (and after a small delay) zombies just start coming out of the woodwork. Though, I dont think Im going to go so far as to trap a group of people in one of these rooms (even though the room would open back up after a pre-defined amount of time, this might block off people who lagged behind or get killed early on).
Im thinking about setting up a fairly generous number of zombie spawn zones as well as having some marines set there to back you up (until their spawn limits are met). It also seems that setting out a good number of well-placed info_nodes really helps out A LOT. Marines actually move around now, and it may just be wishful thinking, but I think Ive actually gotten zombies to follow you from room to room after losing sight of you. ![]() It may be a little while before my next update, getting the missions to work properly is a seemingly complicated task. -------------------- Still mapping away!! |
(4THIDUSA) SSG H. |
Posted: January 07, 2005 07:44 am
|
![]() Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 407 Joined: December 13, 2004 ![]() |
well first spread out the player spawn points make at least 16 to 20 so you dont spawn into another person, botom of the elevator seems to be nothing but a continous shooting gallery, other than that, not to bad
-------------------- |
Shoot_me |
![]() |
||
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
I'm planning on putting in around 32 (just because ![]() Right now, that's all that location is, without the .tsk file, there aren't any objectives and the zombie spawn points aren't being switched on and off just yet. Also, don't worry, there will be zombies spawning in behind you in that room. I just didn't have anything mapped in to hide that and thus didn't include the zombie spawns back there. But you'll only need to pass though that hallway maybe around two or so times (1 defend mission, 1 object mission), the rest of the time I'm going to try and force people to move on to the later areas of this map (yeah, it'll be a bit linear...). Since there will be two routes to the escape zone, I'm going to either try spreading out one or two extra defend missions, or simply scripting them to run custom scenarios when players enter them (zombies break through the walls, zombies start rising up out of the water, power failure, directing players to a remote switch to unlock the path, etc.). One will be your typical short-cut (more zombies), the other will have you covering a longer distance but fighting the normal number of zombies. -------------------- Still mapping away!! |
||
MadMax_FMM |
Posted: January 07, 2005 05:59 pm
|
![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
Greetings!
Is there a final release planned? I would like to add it to the user campaign. -------------------- >> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
Shoot_me |
Posted: January 07, 2005 08:50 pm
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Yes, it's just taking me a while to get used to setting up the missions in the map. The fred/objective and carnage ones are easy enough, but it took me a little while to get the custom missions right (I had open up some of the official maps to see what targets what).
BTW, when it's done, do you want the source files? I can send .qrk and .map files, but not sure about the .rmf format. Also, if anyone wants, they're free to use the .tga files I've created. -------------------- Still mapping away!! |
VvvvV Saint VvvvV |
Posted: January 07, 2005 10:34 pm
|
Experienced Killer ![]() ![]() Group: Members Posts: 50 Joined: January 05, 2005 ![]() |
frick this map is going to rock...as for the zombie following you...i never had them follow me very far...but i do notice they are a little smarter which makes it more fun...you should make the last objective a self destruct\get to the evac before your turned into nuclear vapor...and have the players overrun with zombies trying to get to the exit point in a mad dash...just a thought though...
|