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> Bunker map, My first BB map
OMEGA5.1
Posted: January 27, 2005 05:05 am
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Real zombie Nemesis
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cool!
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Shoot_me
Posted: January 27, 2005 06:36 am
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Last hope of Mankind
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The latest version of bb_bunker2 is now available. Im going to label this version as a BETA since it works now, but still isnt quite finished. The sewer level is mapped in, but there arent any zombie spawns or misc. detail stuff yet. Still tweaking the light (probably will make it a tad brighter). Just click the link below to download the latest version.


Original archive UPDATED: (27/1/05):
DOWNLOAD


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OMEGA5.1
Posted: January 27, 2005 06:38 am
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Real zombie Nemesis
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Ah HA!
Gonna try it now!
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Shoot_me
Posted: January 27, 2005 06:59 am
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Last hope of Mankind
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Doh, the case objective works, but the radar point is the only thing that works (forgot to fix the yellow onscreen icon). Will fix that tomorrow. blink.gif

EDIT: after reading THIS thread, I'm thinking about adding the propane tank to the garage room. cool.gif


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OMEGA5.1
Posted: January 27, 2005 07:11 am
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Real zombie Nemesis
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Ok, played the newest one...
Very impressive....
Couldnt finish it, time ran out.

Mission zone where case was tough to find.... I ran all the way back up to start area...


Alot of zombie teleports...
Alot of stuck zombies....
Especially at fred area.

Overall great though.
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Shoot_me
Posted: January 27, 2005 07:22 am
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QUOTE (OMEGA5.1 @ Jan 27 2005, 06:11 AM)
Ok, played the newest one...
Very impressive....
Couldnt finish it, time ran out.

Mission zone where case was tough to find.... I ran all the way back up to start area...


Alot of zombie teleports...
Alot of stuck zombies....
Especially at fred area.

Overall great though.

Yeah, that's the one where I forgot to fix the big yellow marker. Right now there's only a little while dot on your radar for that one. I might just remove the case objective completely (you can remove it from the .tsk file and the map will still work) and hide the really good weapons back near the old computer.

Were the zombies getting stuck in the sandbags area? I'm going to try adding a slope to the inside of it so that they can get in and then back out instead of getting stuck in there.

But, they do seem to teleport on slopes... alot. It works great for the sewer area, but not so great for the garage room. Going to try removing the slope from the sand bags too and try out what that does.


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Shoot_me
Posted: January 27, 2005 08:13 am
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Gah, I couldn't let leave it messed up like that. This should stop the zombies from teleporting in the garage. Compiling as I post this.

user posted image


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Shoot_me
Posted: January 27, 2005 08:28 am
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*swears*

I accidentally dropped in the tank... that thing is dangerous when you don't give it a path to follow...

It followed me into the narrow hallway and ran me over!


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Combine -=X=-
Posted: January 27, 2005 08:32 am
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QUOTE (Grey Snake @ Dec 31 2004, 02:51 AM)
looks good! smile.gif

woah 15 posts per day, shud a moderator be like that?


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-=SPITFIRE-NUKE=- <--My website

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OMEGA5.1
Posted: January 27, 2005 10:59 am
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Real zombie Nemesis
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what?
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Shoot_me
Posted: January 27, 2005 01:25 pm
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Uploading new zip archive now.

EDIT: done.


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NeoAmbient
Posted: January 27, 2005 03:38 pm
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how did you get such amazing lighing can you teach me im making a map and i want t o concentrate on the lighting.


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Everyone Makes Mistakes But A Geek Makes Progress
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Shoot_me
Posted: January 27, 2005 03:57 pm
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Last hope of Mankind
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QUOTE (NeoAmbient @ Jan 27 2005, 02:38 PM)
how did you get such amazing lighing can you teach me im making a map and i want t o concentrate on the lighting.

Lots and lots of trial and error (I usually run a complete compile on my map 5 10 times an hour or more.). I had also gotten some tips from other mappers in the Natural-Selection community. One thing that I now try to do is avoid the use of pure white lighting in both texture lights and point lights. So instead of a color value of 255 255 255, Ill usually use something like 128 128 128.

Some other things I try to do is simulate that surreal atmosphere that you sometimes see in movies when they add or remove color (i.e. add a blue tint). For example, in the sewers, I removed all the red and most of the blue from the screen by simply using only lights with low or zero R and B values.

Other times its just boils down to how and where you use textures along with the lighting. But thats just my opinion, and Im not really an expert.

EDIT: playing a lot of Doom3 also helps. tongue.gif

Messing with the gamma also makes a cool effect, but I don't know if BB does that.
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Shoot_me
Posted: January 28, 2005 07:47 am
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Updated the objectives, added some more lighting, and more zombie spawns.

Zip archive updated:

Original archive UPDATED: (28/1/05):
DOWNLOAD bb_bunker2BETA

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OMEGA5.1
Posted: January 28, 2005 07:50 am
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Real zombie Nemesis
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Hey! Finally somethin down in that room!
LOL, GJ!
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