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> bb_siege, Now it's time to use the BB wad file!
Shoot_me
Posted: August 28, 2005 06:07 am
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Last hope of Mankind
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Unfinished room, will probably be a cube-farm.
user posted image
Upper walkway.
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Lower section below the walkway.
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Control center.
user posted image

This post has been edited by Shoot_me on August 28, 2005 06:07 am


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Security Corporate
  Posted: August 28, 2005 06:53 am
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Gore God of Massacre
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Oooo... lookin' good!

I like the lighting in the 3rd map screenie. Kinda eerie...
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Shoot_me
Posted: August 28, 2005 06:32 pm
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I'm going to try recompiling the map a bit to see if I can't bring down the size (nearly 5 megs right now). Once I do that, I'll post another alpha of it online. I've almost finished the indoor sections but there is still much more work to be done (secondary and outdoor sections won't be included yet).


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Shoot_me
Posted: August 29, 2005 12:15 pm
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  Posted: August 29, 2005 08:44 pm
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Nice, 10/10!
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Shoot_me
Posted: August 30, 2005 12:14 am
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Sealed up some more sections, so now I can post a little of what is behind the doors in the long hallway.

user posted image

user posted image

user posted image

I've watched too many damn sci-fi movies. ph34r.gif


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Shoot_me
Posted: September 15, 2005 12:01 am
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Since it's been a little while, time for a little update. tongue.gif

FRAPS VIDEO:
http://www.aybnetwork.com/bb_siege_reactor.avi

SCREENSHOTS:

Control room:
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Beneath the reactors:
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Everything powered up:
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Everything powered down:
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Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 37/400 2368/25600 ( 9.3%)
planes 4913/32768 98260/655360 (15.0%)
vertexes 13278/65535 159336/786420 (20.3%)
nodes 5949/32767 142776/786408 (18.2%)
texinfos 7130/32767 285200/1310680 (21.8%)
faces 9631/65535 192620/1310700 (14.7%)
clipnodes 16284/32767 130272/262136 (49.7%)
leaves 3570/8192 99960/229376 (43.6%)
marksurfaces 13378/65535 26756/131070 (20.4%)
surfedges 44438/512000 177752/2048000 ( 8.7%)
edges 22849/256000 91396/1024000 ( 8.9%)
texdata [variable] 267952/4194304 ( 6.4%)
lightdata [variable] 1502811/6291456 (23.9%)
visdata [variable] 301010/2097152 (14.4%)
entdata [variable] 35228/524288 ( 6.7%)
307 textures referenced
=== Total BSP file data space used: 3513697 bytes ===
99.06 seconds elapsed [1m 39s]

----- END hlrad -----

This post has been edited by Shoot_me on September 18, 2005 04:52 am


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Radman
Posted: September 15, 2005 03:53 pm
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::Looks on in shock::

Jesus, that rocks... ohmy.gif


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When theres no more room in hell, the dead will walk the earth...

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'They say people dont believe in heroes anymore... Well im going to give them back their hero."
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KrazyFoYou1243
Posted: September 16, 2005 04:01 am
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I love you... forever and ever... haha


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Shoot_me
Posted: October 10, 2005 04:59 am
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Here's that... whatever it is room again. Something to do with what *might* be creating the zombies. tongue.gif

user posted image

I'm connecting the upper levels right now, going to redo the entire outdoor sections, they're just not up to my expectations at the moment. Provided I don't get sidetracked by work anymore, or by Quake IV (when it comes out) I should start making progress again... Real life has just made it damn near impossible to finish this map.. ph34r.gif


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Shoot_me
Posted: October 12, 2005 06:09 am
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This will probably be the... 4th try at getting the outdoor section right. Still only a rough layout at this point.

EDIT: And yes, I'm going to have to change around some of the textures... especially the cinderblock one.

user posted image

user posted image

This post has been edited by Shoot_me on October 12, 2005 06:10 am


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hunter
Posted: October 12, 2005 07:05 pm
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WOW this map has been in the making for ages! Looking good keep up the good work.


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Shoot_me
Posted: October 13, 2005 01:00 am
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QUOTE (hunter @ Oct 12 2005, 01:05 PM)
WOW this map has been in the making for ages! Looking good keep up the good work.

Well... I'm working now, so leaving home at 7:00 AM and getting home at 8:00 or 9:00 PM doesn't leave much time for mapping.


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NJFragger
Posted: October 15, 2005 03:27 am
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How bout a part before the control room where some people stay behind to fend off a horde of zombies while the others try to get the reactor working, but there are no ammo reloads. However, before they go to the control room, they'll have a chance to load up their weapons. BTW, could you add like, changable spawns if thats possible in BB?


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Shoot_me
Posted: October 17, 2005 05:50 pm
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Ill look into something like that. Not sure about changing spawn locations. I can probably remove spawn locations, but I dont know about dynamically creating them in-game.

The tunnel for route #2

user posted image

Ill have images for route 1 and 3 as soon as I re-map the lower control room, upper hallway and exit.


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