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Shoot_me |
Posted: January 07, 2005 11:36 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
I've finally gotten a custom mission to work JUST RIGHT, so hopefully the upward battle part of creating this map is over with. Currently, I have 3 working missions (no escape one yet, so the map ends after the last mission) but I'm still completely reworking the nodes for the zombies and marines to follow. When everything is said an done, I'm hoping to give the marines the ability to follow you around large sections of the map (though, it still takes some work to actually get them to move.
![]() I'll have another version posted with a .tsk file later tonight. -------------------- Still mapping away!! |
Shoot_me |
Posted: January 08, 2005 08:12 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
The BSP ONLY archive has been updated again, it now includes 3 missions and a WIP version of the garage. So, right now, if you want to actually get to the garage area just make sure not to finish the last mission (carnage mission) before getting there. The elevator room spawning points have been redone, all the nodes have been refined, and some of the even triggers have been fixed/tweaked.
Currently, for the objective mission youll need to drop off the case at the lab (2nd path on the right at the elevator room), the radar pt isnt working just yet (probably used the wrong entity). Hopefully, Ill have the last section of the map finished (excluding the sewer) before Monday. Then I can finalize the missions, and start working on getting the correct time limits to number of objectives in this map. Garage area; lots and lots of zombies. ![]() (EDIT: That little VIS error in the image has also been fixed.) ![]() Poor marine just up and left his post. ![]() ![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 08, 2005 08:42 am
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
Continues to look good!
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Shoot_me |
Posted: January 09, 2005 02:01 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Gah, it is hard to make a decent detail texture for concrete.
![]() -------------------- Still mapping away!! |
Shoot_me |
Posted: January 09, 2005 02:46 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
![]() ![]() ![]() -------------------- Still mapping away!! |
Mac |
Posted: January 09, 2005 04:45 am
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 265 Joined: December 16, 2004 ![]() |
Looks beautiful.
If you make objectives, please don't use default. If anything, all I want is the escape objective .. that would be the best. Since your map looks large and linear, having 'the light at the end of the tunnel' would be nice -------------------- Ex-Admin of |A.B.C.|'s Super Hard BB Server
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Shoot_me |
Posted: January 09, 2005 07:16 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Well, I've already mapped in a couple of the standar missions, however, if you edit the .tsk file server-side you can avoid them. There aren't any mission specific blocks in the map, so, you could leave in only the last .tsk entry for the escape event (which will be needed).
I'm almost done with the map structure, so I'll try to get that posted when it's done, got some more detail textures created, and currently just looking at what to add and what to remove. -------------------- Still mapping away!! |
Shoot_me |
Posted: January 10, 2005 06:17 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Arg! OK, theres the last, final, ultimate, absolute section. This is the preliminary escape route. Currently, it weighs in just under 400 wpolys (for the longest stretch), but I think I can lower this by doing a little bit of optimizing before I start adding the extras and obstacles.
EDIT: I may take Macs advise on this map and only require 1 or 2 objectives. Ill go through and finish up the main zombie spawns and create a temp escape mission ent for testing. From there, Ill make changes based on input before finalizing everything. Only 3 things left; editing the scripted missions, finishing the textures, and the sewer. This map should nearly be done now, and under the old 4 meg texture limit. ![]() ![]() ![]() ![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 10, 2005 09:30 am
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
Personally, *No offense Mac*, but I think that a map that large should consist of more that 2 missions... Like I said before, your map thus far is an extremely well made piece of work... I would not want you to take the easy/lazy way out to finish early.
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Mac |
Posted: January 10, 2005 02:04 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 265 Joined: December 16, 2004 ![]() |
Certainly, given the size of the map. I was just suggesting to promote linear objectives .. that is, instead of case running or killin x zombies, for example, this one part has no bridge and you have to activate a button to get across. Something that fits with the map .. multiple objectives are fine if they fit into the context of the map
-------------------- Ex-Admin of |A.B.C.|'s Super Hard BB Server
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Shoot_me |
Posted: January 10, 2005 03:14 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Well, those are already in the map now. Though.. I hope everyone doesn't hate me for the final momentary_door at the end of my map.
![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 10, 2005 07:23 pm
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
I C what you mean
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Shoot_me |
Posted: January 10, 2005 07:42 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Do people generally like or dislike bgmusic within a map?
I'm still not sure what I should include (if any).... maybe some good old DUke Nukem music. ![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 10, 2005 10:41 pm
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
It would have to be an original song.... Not duke Nukem
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Shoot_me |
Posted: January 11, 2005 06:34 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Updated map, still not finished, but since I'm going to be busy tomorrow, I decided to upload it now.
Original archive UPDATED: (11/1/05): DOWNLOAD -------------------- Still mapping away!! |