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> Bb_reactor, My second BB map
hunter
Posted: February 18, 2005 11:51 pm
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Looks spooky!


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Shoot_me
Posted: March 05, 2005 04:27 am
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Weeeeelllll Ive been a little busy so mapping had been on hiatus for a while. I have had some free time, so heres a little screenshot of what Im currently working on. This is the access route leading to the reactor and personnel quarters.

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Shoot_me
Posted: March 05, 2005 08:22 am
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Here are some WIP screenshots of what Ive been working on for the past hour or so. So far, Ive gotten some more detail textures created, gotten rid of some pesky holes in the map (blasted doors) and am currently tweaking the lighting while adding some extra brushes here and there.

WIP security guard station. Over-run by zombies.

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Boardroom style area; just another one of those rooms that civilians typically dont have access too

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Early WIP stairway; missing a lot of detail polys as well as detail textures and proper lighting. I just hope that the zombies dont do the spawning act when they traverse the slanted steps, might have to change that in a later version if they do.

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hunter
Posted: March 05, 2005 09:38 am
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Coming along nicley


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Shoot_me
Posted: March 06, 2005 08:58 am
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Well, Ive finally gotten to the first part of the map where you get to see the reactor. Below is a screenshot of what is (more or less) a concept of what the core will look like. This isnt the whole reactor; still working on all the moving parts, lights (including glow ents), working out how the control rods will work/appear, steam jets, etc. Hopefully, itll take up the whole room once finished. One of your objectives might be to delay a meltdown. wink.gif

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Shoot_me
Posted: March 07, 2005 03:02 am
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Ive finished walling in the room, the basic stuff is mapped, checking the r_speeds, as well as thinking about zombie and marine placement. Now all I need are zombie scientist models. laugh.gif

EDIT: Going to try and update the .zip tonight with what I currently have walled in.

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This post has been edited by Shoot_me on March 07, 2005 07:35 pm


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Shoot_me
Posted: March 08, 2005 04:39 am
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Archive updated

*link removed* the new version of the map. Going to post on the map listing soon

Still in the "Alpha" stage, but it's about to the point where I can start adding missions.

EDIT:

Instead of creating yet another post in this thread, Im going to tack this onto an existing one:

Since the last update, this current alpha version of the map now includes everything (structural) up to the point where you see the reactor. Of the already mapped or walled-in portions, zombie spawns, trigger events, missions, and lighting are still missing/being worked on. This map is taking a little while longer due to a few reasons.

Firstly, keeping everything neatly placed in their respective directories takes forever. Basically, Im putting all entities in one dir while all world polys are placed in their own folder. The is done for each section or room so zombie spawns, triggers, sounds, etc. can easily be found and changed. Im doing this mainly for myself, and if I ever release the map source files to the mod team or the public/select people.

Secondly, Ive set a goal of 600 or less world polys (700 - 800 MAX). While it shouldnt be too difficult for an indoor map, its surprising how quickly the wpolys do add up.

Lastly (for now): Getting all the entities and multi-managers to play nice is frustrating at times. Getting all the sounds, sprites, beams, lasers, and breakables to do what theyre supposed to WHEN theyre supposed to and keeping people from getting crushed by func_rotators while 30 feet away is a weird problem to tackle

Now onto the latest room. The reactor room (youll have to jump through a the non-existent window to get to the hallway to see it) currently weighs in at around 300ish wpolys. While this is probably going to increase by around 100 wpolys at the very least, Im happy with the current number. While in the current version youre unable to enter the actual reactor room, there will be an adjoining room on the lower level that will connect to it. Youll need to enter the reactor room to try and shut it down (control rods emergency panel). Not sure if the control rods will make it into the map (30+ entities alone in this room) but thisll be decided upon once Ive completed most of the map. The button in the walkway works like the control panel will in the final version (except for resetting) so that you can see the sequence without the .tsk file.

Oh, and yes, Im going to do something with that pesky door, so you wont have to jump through windows in the final version.

This post has been edited by Shoot_me on March 20, 2005 11:49 pm


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Shoot_me
Posted: March 21, 2005 07:21 am
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The cooling tanks and pump for the reactor. Once completed, I'll have section 3 finished and will try to post an ALPHA version of this map on the official map listing.

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Gräuler
Posted: March 21, 2005 08:17 pm
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Awesome screenshots! I can't wait to see the whole masterpiece.


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Shoot_me
Posted: March 22, 2005 05:06 am
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I've almost finished the room... now bb_reactor (the compiled bsp) has just surpassed the size of bb_bunker2... and it's only 3/4 done. blink.gif ph34r.gif


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VvvvV Saint VvvvV
Posted: March 22, 2005 08:58 am
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lol its HOOOOGE!!! but packed with clog ur arterie goodness tongue.gif
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Gneralas
Posted: March 22, 2005 10:19 am
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woah. THAT is massive. ohmy.gif blink.gif


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Shoot_me
Posted: March 25, 2005 06:42 am
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Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 36/400 2304/25600 ( 9.0%)
planes 3570/32768 71400/655360 (10.9%)
vertexes 10770/65535 129240/786420 (16.4%)
nodes 4664/32767 111936/786408 (14.2%)
texinfos 5504/32767 220160/1310680 (16.8%)
faces 8244/65535 164880/1310700 (12.6%)
clipnodes 11339/32767 90712/262136 (34.6%)
leaves 2906/8192 81368/229376 (35.5%)
marksurfaces 11529/65535 23058/131070 (17.6%)
surfedges 37701/512000 150804/2048000 ( 7.4%)
edges 19025/256000 76100/1024000 ( 7.4%)
texdata [variable] 11928/4194304 ( 0.3%)
lightdata [variable] 1364013/6291456 (21.7%)
visdata [variable] 188201/2097152 ( 9.0%)
entdata [variable] 46605/524288 ( 8.9%)
271 textures referenced
=== Total BSP file data space used: 2732709 bytes ===


....... ph34r.gif

EDIT: Oh yeah, almost forgot to mention that missions have now been added. cool.gif

This post has been edited by Shoot_me on March 25, 2005 06:45 am


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Shoot_me
Posted: March 26, 2005 01:10 am
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Got 5 missions mapped in so far, will upload the new map missions file soon.


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Shoot_me
Posted: March 26, 2005 04:41 am
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Missions so far:

1.) Find an alternate route through the bunker.
2.) Re-activate the backup generators.
3.) Fred mission in the laser room.
4.) Trigger the failsafe before the reactor goes critical.
5.) Check for an exit route near the cooling tanks.

EDIT: Map updated on the ironoak site. If anything needs to be changed on the section in the map, now is the time to let me know. biggrin.gif

This post has been edited by Shoot_me on March 26, 2005 05:30 am


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