Posted by: Shoot_me April 20, 2005 07:02 pm |
Still trying to hammer out a story for this map. It started out as a test to see how well I could use the brainbread textures along with detail textures. I'm going to try and throw in some locations for different movies like Shawn of the Dead and Dotd (or one of the zombie moves) along with anything else that gets suggested or that pops into mind. |
Posted by: Radman April 20, 2005 07:26 pm |
looks nice, I suggest a story a few days into the first attack (Dead cops/marines, deserted road blocks and such.) Also put a none RPD police station in or something, that'd be pretty cool. |
Posted by: Shoot_me April 20, 2005 07:34 pm |
OK, so now I'm up to 3 landmarks; the Winchester, a police station, the generator (from one of the something of the dead movies ![]() |
Posted by: JesusFoo April 20, 2005 07:46 pm |
nice. if you stretch that street texture out it has a nice lighting effect. and i'm glad that me and you are still working on maps for this mod, people need to get their butts back into the creative mood and start popping some out. |
Posted by: Shoot_me April 20, 2005 08:09 pm |
I'll give that a whirl and see if I can stretch the texture out without having to re-map too much. There does seem to be a lull when it comes to user-made maps. The ones that have come out are still great (the crash, motd, etc.) but there just aren't a whole lot of them. And I take such a long time to finish one map that I'm not much help either. ![]() EDIT: On a side note, the official BrainBread textures look even better than the old HL1 textures did when I add custom detail textures to them! ![]() |
Posted by: **[STARS]**BrasileiroSk8r April 21, 2005 11:52 pm |
Y dont u try and put a hospital in there? Mayb since u were tryin to incorporate Resident Evil in there wit a Umbrella building, make the Umbrella bulding a Umbrella Medical Facility. Just a thought, otherwise id be spiting out RE themed ideas here and there. ![]() |
Posted by: Shoot_me April 22, 2005 03:36 am |
I'm going to have to dust off the old PS1 and load up RE. Also, anyone got any links to some good .wad files for indoor areas? I like the bb buildings, but there aren't many indoor floor and wall textures in it. |
Posted by: _CiviliaN^SoldieR_ April 22, 2005 09:03 am |
Incredible work as always. 10/10 |
Posted by: slappy April 22, 2005 03:54 pm |
*judging by the screenshots* i'd almost like to see it a little darker, it looked pretty cool when the lcd was a little off in position. |
Posted by: GIR_Almighty April 22, 2005 09:05 pm |
I'm a bit partial to the textures from TheWastes.wad... In my opinion, that mod had the best, small, default levels, texture-wise, I've ever seen. |
Posted by: Shoot_me April 25, 2005 06:59 pm |
Another outside area, before you have to venture inside some of the buildings.![]() ![]() ![]() |
Posted by: Shoot_me May 19, 2005 08:15 pm |
small change in plans; going to make a LMS version first. |
Posted by: hunter May 19, 2005 09:04 pm |
Erm thing is some of the textures look a bit over stretched. I liek the idea of like an industrial estate. |
Posted by: Shoot_me May 20, 2005 06:08 am |
Yeah, I know. Trying to fix that a little. Here are some screens from the lms map (I'll start a new thread once more is done).![]() ![]() |
Posted by: hunter May 20, 2005 05:00 pm |
Well the bb textures arnt very high quality. I cant find half of them on hammer editor. |
Posted by: Shoot_me May 20, 2005 09:47 pm |
Well, they're of a much higher quality than the old HL textures, and I think those turned out all right in my last two maps. I just hope that the detail textures turn out right. ![]() |
Posted by: Shoot_me June 15, 2005 04:34 am | ||
![]() |
Posted by: **[STARS]**BrasileiroSk8r June 16, 2005 03:33 am |
Looks like its comin along pretty good there, keep it up. |
Posted by: Shoot_me June 18, 2005 03:47 am |
![]() ![]() ![]() ![]() |
Posted by: Shoot_me June 24, 2005 06:13 am |
Had a little free time, so, new hallway. ![]() ![]() ![]() ![]() ![]() |
Posted by: Edgar June 24, 2005 08:38 am |
I really love bunker2 and reactor. This new Map also looks very awesome. Good work. ![]() |
Posted by: Shoot_me June 27, 2005 03:58 am |
This map is going to take a while to finish but I should have the intro section and initial missions ready soon. Im planning on mixing indoor sections with outdoor ones as well. But the majority of the map will take place inside. Since I never really plan ahead when making maps (I just add rooms on the fly) I cant really say what the finished product will be, but heres the general idea: The first section of the map will be static. A frag mission will probably be one of the first missions. There will also be a lot of go here or protect this area missions throughout the map. One new thing that I am going to try and do is add a 3 different routes with their own missions. One of these routes should be selected at random by a multi_manager (if I can get that to work right). That way there should be a little bit of variation to the map. I should have an Alpha or BETA version of the map ready soon (without the last mission sets) to see what you all think of the level design so far (before I start adding the complicated stuff). The entrance to the level, some smaller weapons (pistols and a few smgs) will be available here (all with all ammo). ![]() ![]() Small sewer section right outside the entrance. ![]() |
Posted by: Shoot_me July 04, 2005 09:40 pm |
I still don't have the missions added, nor are the extended paths added in either. But, I do have the intro section mostly finished. Going to run a couple more tests on it, but I should have it uploaded in an hour or so. Detail textures will come later, but I'll include the txt file for those of you who use the "shared" detail textures from my other maps. |
Posted by: Shoot_me July 04, 2005 11:02 pm |
http://www.aybnetwork.com/bb_siege_earlyAPHA.zip ![]() http://www.geocities.com/yarrik71/mapping.html |
Posted by: Edgar July 05, 2005 06:49 am |
Added it to the BrainBread filearchive, http://bbfiles.m00.de/downloads.php?release_id=90 |
Posted by: KrazyFoYou1243 July 19, 2005 07:15 am |
I love you... That's all I have to say. So did you make the map already???? |
Posted by: KrazyFoYou1243 July 19, 2005 07:17 am |
Aaaaawwwww.... It's going to be an indoor level? i love all the city levels. theyre so.... Great... lol. The only Indoor map that i think is good is that Bunker level, now that was sexy. I hope this one turns out sexy like that one too ![]() |
Posted by: Shoot_me July 21, 2005 02:07 am | ||
Not sure what percent will be outdoors, but part of this map will be. I just haven't gotten to it yet. Been redoing a lot of it, so it's just taking more time than usual to make some progress. ![]() ![]() ![]() |
Posted by: KrazyFoYou1243 July 21, 2005 10:05 am |
Oh, wow the picture hingy looks nice. |
Posted by: Zpin July 21, 2005 10:47 am |
a promising candidate for the next patch I'd say ![]() |
Posted by: Edgar July 21, 2005 02:06 pm |
I think the bb_bunker2 and bb_reactor are also candidates... Shoot_me is a very good mapper. |
Posted by: Shoot_me July 21, 2005 11:52 pm |
BB 1.2 STEAM skin (actual size) ![]() Anyone interested? |
Posted by: KrazyFoYou1243 July 22, 2005 03:04 am |
Nobody playes the bunker level anymore.... They all play those future levels - which I personallly think suck -. |
Posted by: KrazyFoYou1243 July 22, 2005 03:05 am |
Hey! When is Bb-Siege coming out? |
Posted by: Edgar July 22, 2005 06:11 am |
Shoot_me: send me the skinn, i 'll host it. KrazyFoYou1243: bb_bunker2 is in the mapcycle of my 2 BrainBread Servers. |
Posted by: Shoot_me July 22, 2005 06:52 am |
Edgar: sent. ![]() KrazyFoYou1243: I'm working on it as fast as I can. Dunno though. ![]() |
Posted by: jimmy July 22, 2005 11:10 am |
nice menue skin, though i reckon it would be cool if u has a action picture of like 6 or so grunts behinde a barrier shooting a hord of oncomming zombies, like have it from some movie like dynamic angle! |
Posted by: Shoot_me July 22, 2005 07:06 pm | ||
I'll see what I can do later today. ![]() |
Posted by: KrazyFoYou1243 July 27, 2005 01:38 am |
Eeek, all this waiting is going to give me a heartattack. |
Posted by: Shoot_me July 28, 2005 09:45 pm |
![]() ![]() More to come later. Got some RL stuff to attend to. ![]() |
Posted by: jimmy July 28, 2005 11:26 pm |
that rox!!! |
Posted by: KrazyFoYou1243 August 04, 2005 11:34 pm |
Wow I like the first one!!!!!!! ![]() |
Posted by: Wisdom_Cube August 05, 2005 04:30 am | ||
Yeah, they really are not that fun. |
Posted by: Shoot_me August 05, 2005 07:15 am |
For the skins in the order they appeared in my previous post. http://www.aybnetwork.com/bb12_skin2.zip http://www.aybnetwork.com/bb12_skin3.zip |
Posted by: KrazyFoYou1243 August 05, 2005 08:04 am |
When are you gonna be done with your map? And how do i install the new menu thing? |
Posted by: Mic2070 August 05, 2005 10:29 am |
Unzip it in your steam/skins folder. |
Posted by: OneoftheLost August 06, 2005 02:50 pm |
*Casually strolls in.* *Sneaks past skin admirers and uses l337 haxing skills to hack the system and download the skins.* *Starts them up under steam, chooses a favorite.* DUDE THESE FREAKIN ROCK! I now have a new default steam skin. *Drools* So sexy..... Im mean uhh... LOOK A ZOMBIE MONKEY! ![]() *Runs* ------------- P.s. Keep up the good work on the BB_seige! It looks pretty kickass. |
Posted by: Wisdom_Cube August 08, 2005 05:39 am |
Wow, thanks man. I chose #3. |
Posted by: Shoot_me August 08, 2005 06:54 am |
I'm still working on the map, but the outside area that I'm working will probably be scrapped (it looks pretty bad) and redone, so I didn't include any screenshots of it. However, here is one of the coolant pump room. This particular section should be an overlapping point (were you can gain access to the catwalk above).![]() Right now I'm divided on how to do the outdoor sections. I'm leaning towards making it a "destroyed" area of the complex. Though, I'm still trying to get used to making more open areas too, just still stuck in the corridor mapping mode. ![]() |
Posted by: morgwin August 08, 2005 11:59 am |
that is one of the best bb maps ive seen |
Posted by: Wisdom_Cube August 08, 2005 05:06 pm |
Yeah, it looks good. Keep it up. |
Posted by: Shoot_me August 09, 2005 07:22 am |
Sorry... but you all probably knew that this one was on the way. ![]() ![]() |
Posted by: morgwin August 09, 2005 07:41 am |
woww thats good.by the way will bb.siege be releashed soon |
Posted by: Shoot_me August 09, 2005 04:32 pm |
As soon as I finish the outdoor'ish sections, mapping should speed back up. |
Posted by: KrazyFoYou1243 August 10, 2005 01:32 pm |
The.. city parts aren't gonna be in the map? ![]() |
Posted by: Shoot_me August 10, 2005 05:23 pm |
Yes and no. I'm going to import parts of the old version of bb_siege into the current one, but not all of it. I have to be careful about space usage. I can't map outside the limits of the compiler, and if the map gets too wide, it won't compile. |
Posted by: THE DOOMED August 13, 2005 04:13 am |
nice work man |
Posted by: Wisdom_Cube August 13, 2005 06:29 pm | ||
That sucks, but look how large Stalingrad is. |
Posted by: Shoot_me August 20, 2005 11:10 pm |
![]() ![]() |
Posted by: Shoot_me August 24, 2005 12:01 am |
Nearly hit the 4 meg mark...![]() |
Posted by: Shoot_me August 28, 2005 06:07 am |
Unfinished room, will probably be a cube-farm.![]() Upper walkway. ![]() Lower section below the walkway. ![]() Control center. ![]() |
Posted by: Security Corporate August 28, 2005 06:53 am |
Oooo... lookin' good! I like the lighting in the 3rd map screenie. Kinda eerie... |
Posted by: Shoot_me August 28, 2005 06:32 pm |
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). |
Posted by: Shoot_me August 29, 2005 12:15 pm |
http://www.aybnetwork.com/bb_siege_ALPHA_2.zip |
Posted by: Security Corporate August 29, 2005 08:44 pm |
Nice, 10/10! |
Posted by: Shoot_me August 30, 2005 12:14 am |
Sealed up some more sections, so now I can post a little of what is behind the doors in the long hallway.![]() ![]() ![]() I've watched too many damn sci-fi movies. ![]() |
Posted by: Shoot_me September 15, 2005 12:01 am |
Since it's been a little while, time for a little update. ![]() FRAPS VIDEO: http://www.aybnetwork.com/bb_siege_reactor.avi SCREENSHOTS: Control room: ![]() Beneath the reactors: ![]() Everything powered up: ![]() Everything powered down: ![]() 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 ----- |
Posted by: Radman September 15, 2005 03:53 pm |
::Looks on in shock:: Jesus, that rocks... ![]() |
Posted by: KrazyFoYou1243 September 16, 2005 04:01 am |
I love you... forever and ever... haha |
Posted by: Shoot_me October 10, 2005 04:59 am |
Here's that... whatever it is room again. Something to do with what *might* be creating the zombies. ![]() ![]() 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.. ![]() |
Posted by: Shoot_me October 12, 2005 06:09 am |
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. ![]() ![]() |
Posted by: hunter October 12, 2005 07:05 pm |
WOW this map has been in the making for ages! Looking good keep up the good work. |
Posted by: Shoot_me October 13, 2005 01:00 am | ||
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. |
Posted by: NJFragger October 15, 2005 03:27 am |
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? |
Posted by: Shoot_me October 17, 2005 05:50 pm |
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 ![]() Ill have images for route 1 and 3 as soon as I re-map the lower control room, upper hallway and exit. |
Posted by: Blue Summer October 17, 2005 06:46 pm |
I want your children. |
Posted by: Shoot_me October 18, 2005 06:06 am |
The following images are going to show the escape zone, which is still in a rough form. This is the tunnel where the helicopter will fly overhead from time to time. ![]() A couple different views of the helipad and what will soon be the radio area. ![]() ![]() Escape zone from path # 3 ![]() |
Posted by: morgwin October 18, 2005 05:42 pm |
good work shoot_me and if you ever need help on a map PM me |
Posted by: Shoot_me October 19, 2005 06:58 pm |
Working on getting the story written up, adding some of the extras in, finishing up route 3. |
Posted by: **[STARS]**BrasileiroSk8r October 21, 2005 05:53 am |
is there gonna be a city map too? |
Posted by: Shoot_me October 22, 2005 07:02 am |
I've got a lms city map started, just haven't worked on it in a while. |
Posted by: Shoot_me October 27, 2005 04:53 pm |
![]() ![]() There it is, the overall layout of bb_siege. One more room to repair (accidentally deleted it) and I'll have another alpha BSP to post. From here, I'll have the texturing, triggers, extra polys and monster spawns to finish up. Also, the path to the conotrol will be changed, so you'll have to look for that third path, at least at first. ![]() |
Posted by: Shoot_me October 30, 2005 08:26 am |
New ALPHA compiled: http://www.aybnetwork.com/bb_siege_ALPHA3.zip |
Posted by: Shoot_me October 31, 2005 06:26 am |
Re-mapped the missing section which will be the waiting/rec room.![]() One idea that I did get once I detailed the good old fifties HL wall texture is to map out an infested hotel or office building. I could up the detail on the interior since r_speeds shouldn't be an issue (easy to space out the portals on these types of maps) but give the building a dark and antiquated look to it. Lots of rooms, not a lot of open space, NO MONSTER CLOSETS, etc, |
Posted by: Shoot_me November 04, 2005 04:18 am |
I'm currently in the process of settings up the missions, but I have one question: How does everyone feel about backtracking? I've been going over the layout of the map, and if I can do it right, it might just work well, but I don't know if everyone prefers a map set up so that everything is a straight forward, or one that requires you to go back to a previously visited area. |
Posted by: Elite viking November 04, 2005 01:39 pm |
I like the map to be a bit of a surprise, not just killl those things, proceed, kill more, proceed, get suitcase, proceed. Backtracking sounds nice ![]() |
Posted by: Shoot_me November 13, 2005 10:34 pm |
I had a little free time today, got some more missions added and did some more texture work. EDIT: ALL that blood you see there wasn't getting cleared in BB because I didn't start a normal listen server. Decals don't seem to get cleared nearly as quickly when you do that. ![]() ![]() |
Posted by: NJFragger November 15, 2005 04:18 am |
True definition of bloodbath. |
Posted by: Shoot_me November 20, 2005 09:08 pm |
Got the map running with 10 missions so far, going to do a little more testing, then maybe release a beta tonight. |
Posted by: Security Corporate November 20, 2005 09:22 pm |
10 missions?! This will probably be the most complicated and difficult map ever made for BB. You got 1337 mapping skillz. |
Posted by: Shoot_me November 20, 2005 09:40 pm |
It's not really complicated... the only complicated problem I'm facing right now... is how to get the damn marines from opening and closing doors they shouldn't. ![]() One minute the escape door is open, the next it's closed... then it's opened again... then the zombies come through, then it closes... then a marine runs over to it and opens it again. ![]() |
Posted by: **[STARS]**BrasileiroSk8r November 20, 2005 10:59 pm |
10 missions? u sure we'll be able to complete them all within the time limited of 30 mins? thats really the only problem i have when i join a server, we just cant finish all the objectives in time. if theres a way to extend the time passed 30 min can someone tell me? ive already tried setting it on the create server menu and it doesnt do anything. |
Posted by: Shoot_me November 20, 2005 11:24 pm |
Probably. I usually play the the map a couple times on my own to make sure it can be done. That's what I did with bb_bunker2. Not so much with bb_reactor though... but that map felt like it was a little too easy anyway. |
Posted by: Shoot_me November 21, 2005 10:32 pm |
map was submitted last night, I'll host it on my site if something went wrong with the transfer. |
Posted by: Shoot_me November 25, 2005 04:22 am |
Still haven't gotten the last mission finished, but I wanted some feedback before I threw in all the waypoints for the helicopter (spans pretty much the entire map). http://www.aybnetwork.com/bb_siegeBETA.zip |
Posted by: Shoot_me November 26, 2005 05:26 pm |
Just to let you all know Missions subject to change (or that have not been added) are in red, well, missions that I intend on changing at this time. Depending on any feedback that I get, all missions at this point are subject to change. Most of the changes at this point will be due to the time constraints within BrainBread. Sixteen minutes is just too little for a large map if Im going to use mission that take a while to complete. I want this map to be difficult, but not impossible. Shortcuts will also be added unlocked by side missions so that anyone who was zombified can catch up. This is the point where feedback helps the most. So dont hesitate to let me know what you like and what you hate about the map. BB_SIEGE MISSIONS: ![]() ![]() 1. Dont die Get your weapons, and get moving. There are too many zombies topside to deal with and you and your group are running low on ammunition and guns. ![]() 2. Fred kill Fred, not really the most difficult Fred mission, but time is short on this map. ![]() 3. Find an exit The security alarm got tripped closing some doors and blocking your path, another easy find the button mission. ![]() 4. Assist This mission is going to be revised, its just a little too hard to stay in that room with the security guards while the zombies surround them and you. There will be a mission here, its just subject to change at the moment. ![]() 5. Radio for help Im adding this mission in right after the barney mission. You just use the radio to call for help (this is where the helicopter will come in). ![]() 6. Destroy the computer Enough is enough, time to stop the computer from locking everything down. Blow it up problem is, the noise will probably attract more zombies. ![]() 7. Assist You run across some marines, help them fend off the zombies until help arrives, or at the very least; an exit can be discovered. ![]() 8. Snipers! There will be a few buildings added in the background, youll have to shoot a handful of marines, security guards, or civilians (whomever), whove been driven insane and are shooting anything that moves, including you. Then, the helicopter can circle around and assist you by mowing down zombies. 9. Another reactor gain access to the reactor. ![]() 10. Get some power to the radio Switch on the reactor so that you can regain contact with the helicopter and request that they land to pick you and other survivors up at the helipad. ![]() ![]() ![]() 11. b-line make a run for the helipad, by now time is definitely NOT on your side. ![]() 12. the end Get onto the helipad and wait to be extracted. BB_SIEGE SIDE-MISSIONS: ![]() Shortcuts that for once are shorter than the regular route Open up some locked doors for the stragglers. |
Posted by: Security Corporate November 27, 2005 12:30 am |
Holy shit! Very good man, you made a wide variety of missions! The boring steal the suitcase, kill this # of zombies, and kill Fred objectives are not the only things we have to do! w00t w00t! Someone better make a fucking server running this hot shit. I'll try to make one myself! The sniper mission is interesting. How'd you accomplish that? Bad/Good Barnies and Marines in the same map? Thats weird. The assist missions are so gonna rock! And theres even a side mission?! BB_Siege = The best custom Brainbread map of all time! |
Posted by: Shoot_me November 27, 2005 12:42 am |
Currently adding in the sniper mission, it's not in the beta, nor is the radio to call in the helicopter. Been fixing textures, adding in the original missions and correcting timing mistakes. ![]() |
Posted by: OMEGA5.1 November 27, 2005 01:43 am |
Looks good bud, keep up the good work! |
Posted by: Shoot_me November 28, 2005 03:27 am |
![]() MWUAHAHAHA!!! Finally got the snipers working. The ones with full auto guns don't do much damage, but watch out for the one with the rifle. I'm probably going to stick with 25 pts of damage with that one, if not more. After playing some C&C Generals, I decided to take their approach for occupied buildings; you'll see a gun barrel sticking out a window. EDIT: There will probably be 3 to 4 snipers, and you'll have to kill them all to continue with the missions. ![]() ![]() |
Posted by: Security Corporate November 28, 2005 03:30 am |
Oh yeah! I thought you were gonna put NPCs in the windows, lol. You are gonna do that "Barrel sticking out sniper." thing. How did you do the ones with the automatic guns? |
Posted by: Shoot_me November 28, 2005 03:32 am |
Raised the firing rate, increased the cone size, increased the aiming speed, and changed the bullet type. |
Posted by: Shoot_me November 28, 2005 05:16 am |
Sniper mission is now working! I'm going to test the map and see if it'll all fit within the time constraints. After that, I'll rework the helicopter waypoints so that it'll clear a path for you after the sniper mission. If I can get all that done quickly enough, I might even have a new build to post on the IronOak site tonight! ![]() |
Posted by: Shoot_me November 30, 2005 07:46 pm |
New env map! 2 more missions to go One more path to map out for the helicopter. ![]() Anyone know how to get the damn helicopter to wait for a trigger? It just doesn't seem to work for me. |
Posted by: Elite viking December 01, 2005 03:15 pm |
This looks awesome. The best map evvah d00d! Can't wait to play the final version ^^ |
Posted by: Security Corporate December 02, 2005 12:23 am |
Hey shoot_me, is that warehouse-looking building part of the facility? Because if its not, its way to close it. |
Posted by: Shoot_me December 02, 2005 03:33 am |
It is, but I can't space it out at this point. The map itself is edge to edge on the valid mappable width for the compiler. |
Posted by: Shoot_me December 05, 2005 08:02 am |
Updated the .zip file tonight. All missions should be working now. Let me know if you find the 2nd side-mission. ![]() ![]() EDIT: The text for it in-game will be added later. Here's a hint; it's part of the sniper mission. http://www.ironoak.ch/BB/?page=mapinfo&id=100 |
Posted by: KrazyFoYou1243 January 05, 2006 02:19 am |
Yay! You finnally finished it! |
Posted by: CoolDude January 06, 2006 03:52 am | ||
Heh, nice timing ![]() |
Posted by: hunter January 06, 2006 08:31 pm |
Nice timing now piss off! |
Posted by: KrazyFoYou1243 January 07, 2006 08:51 pm |
Pssh, you hear that? A little loser talking. |
Posted by: Security Corporate January 07, 2006 09:50 pm |
Its a shame I dont see servers running this. If only BB had bots, then it wouldn't be so bad to play alone. I'm suprised it didn't lag at all when I played it, the map being HUGE. I'd love to port this map to Brainfed. Oh and when more thing... Hunter and KrazyFoYou: STFU |
Posted by: hunter January 07, 2006 09:58 pm | ||||
You cant hear text idiot.
ROFL She/he should explain whats going on! |
Posted by: Elite viking January 07, 2006 10:58 pm |
Everyone, just can it. Hunter and KrazyFoYou, you can discuss this over PMs, even MSN. I'm tired of your insult fight. And Shoot_Me, it's a truly awesome map. I love it. |
Posted by: hunter January 07, 2006 11:03 pm |
Is anyone currently playing bb i think i mite play it again! |
Posted by: Shoot_me January 10, 2006 05:48 am |
You all are still interested in this map?? After posting the beta, it was as if everyone got tired of waiting on me and left. ![]() Ill see if I can get everything set back up to finish the map. |
Posted by: CoolDude January 11, 2006 12:02 am | ||
If you would have made a capital 'S' in PMs, it would have made more sense ![]() |
Posted by: Shoot_me January 11, 2006 12:38 am |
This thread is going to get closed... isn't it.. ![]() ![]() |
Posted by: MadMax_FMM January 11, 2006 12:54 am |
That's some really nice stuff! You should port those maps to the BB:S-Project... converting HL1-Maps to Source isn't that difficult. ![]() Keep the nice work! ![]() |
Posted by: CoolDude January 11, 2006 12:59 am | ||
It better not... it's 'only' at 8 pages. But seriously, it probably won't. |
Posted by: Shoot_me January 11, 2006 01:33 am |
With the exception of bb_siege, all the source files are up for download. When QuArK works a little better with HL2 (and I get around to actually using HL2 again) I might give it a try. |
Posted by: Nikku January 11, 2006 07:13 pm | ||||||
GIVE IT A REST MATE! very very very good map but i lag like a whore on BB can someone help me? Not just on this map on EVERY map and sever |
Posted by: Death_Dealer January 11, 2006 07:16 pm | ||||||||
i agree with Nikku, hunter STFU, she is a gril now shut up and behave or you might get banned >.< |
Posted by: hunter January 11, 2006 09:26 pm |
YEha ive stopped no point now. Nikku wots with the gay lag uve had it for ages now! |
Posted by: DeathNova January 12, 2006 11:57 pm |
Nice map dude |
Posted by: bombkangaroo February 22, 2006 10:01 pm |
EDIT: Nevermind, I've been playing an old version of the map. Updated it and the missions now work. |
Posted by: Adrian Shepherd February 22, 2006 11:14 pm |
i love it!![]() |
Posted by: bombkangaroo February 23, 2006 01:50 am |
Is there some trick to taking out the snipers? I gave it a quick crack o difficulty 0.1 and they really took some shooting. |
Posted by: Shoot_me October 14, 2006 06:32 am |
It's been a while... hasn't it. Where to begin... I'm still mapping for RECB, as well as working on some web projects along with RL work and so on. Not a lot of time, but I'm working on it. Though, this map has been staring back at me from my HD... almost completed, but still needing much before it's completed. Anyway, some changes, not uploaded yet though: * Snipers are weaker (it can take as few as one or two shots to kill them), but you still have to hit them. * Tweaking some marine spawns that can possibly trap the player * Adding in the remaining texturing. * Tweaking the lighting. ![]() ![]() |
Posted by: Shoot_me October 30, 2006 08:23 pm |
Re-compiling now, just had to add a few more weapon ents and fix a couple textures here and there. Once it's compiled, I'll upload the first RC version of the map. If nothing else needs to be done, I'll crank up all the settings on my compilers and let the map "cook" over night (it already takes a couple hours on a mid/fast compile). |
Posted by: mrmicky October 30, 2006 09:10 pm |
Shoot me nice map making i make cs maps nothing compared to yours but how did u get the light entity correct its just light i know but this feels around 10metres of space isnt there 1 big light? |
Posted by: Shoot_me October 30, 2006 09:44 pm |
I use the sky texture to light the large portions of the map (or the light_envirtonment in conjunction with the sky texture) |
Posted by: Neiko October 31, 2006 02:39 am |
I use light_spot with "Is Sky" checked on. A tutorial on how to use that entity can be found http://twhl.co.za/tutorial.php?id=6 And, all your maps look great Shoot_Me. And I guess mine would too, if I take more time on mine. (I rush mine 90% of the time =/) |
Posted by: Shoot_me October 31, 2006 03:33 am |
That should do the same thing too. ![]() One thing to note about the ambient light from the sky: Make sure to do some planning when you choose an angle. It is GLOBAL to your map. And anywhere you use the sky texture, that brush will emit light. |
Posted by: Shoot_me November 01, 2006 04:56 pm |
I take it that no one is having any problems with the map? No changes needed? |