Welcome, Guest. Please login or register.
Did you miss your activation email?
September 19, 2024, 09:11:26 PM
Home Help Login Register
News: Zombie Master 2 discussion

  Show Posts
Pages: [1] 2 3
1  Other / Trouble in Terrorist Town / Re: ttt_airbus_b3 on: July 01, 2011, 05:13:02 AM
Thanks for your comments everybody. I've made a list of some Noteworthy Issues that need to be addressed after people's suggestions and playing on public servers:

-Players and props getting stuck on thin air outside the plane. Should be able to fix or at least minimise this.
-Spawn area is a bit cramped and laggy due to everybody spawning in a small room full with all of the weapons and ammo.
-I used a debug entity to add floating text instructions to the map which turns out not to work in multiplayer. Will need to substitute with custom sprites.
-Function and use of various buttons around the plane and drill objective is unclear. This should be cleared up once the new help text is added.
-It's ambiguous as to whether you can climb out of the freezer. I've never managed to but it might be possible. Not sure whether this more funny or irritating.
-Your problems go here!


how do i make the turret?


In-game? Most of them are activated in the cockpit, others can be activated by traitors or by innocents in the case of the two in the rear lower cabins. If you want to add one to a map you use the npc_turret_ceiling entity.
2  Other / Trouble in Terrorist Town / Re: ttt_airbus_b3 on: June 27, 2011, 09:32:18 PM
Well that's embarrassing. I'd forced the player model to a certain terrorist model, but I obviously used the wrong one and then never noticed that the animations were broken. Trivially easy to fix so there'll be an update soon. I'm glad the map is loading now, at least.

EDIT:

Update b3: Issues with the map crashing when the server switches to it appear to have been solved. This update fixes player animations being broken, and with the major problems being sorted, the map ought to be actually playable now. Thanks for your patience!

>>>Download and Screenshots Page Link<<<
3  Other / Trouble in Terrorist Town / Re: ttt_airbus_b2 on: June 26, 2011, 12:36:18 PM
As above: I've just updated the map to b2. The crashing problems appear to be a result of "too many edicts!", an overflow of entities. Fingers crossed, but I've cut out almost 300 superfluous entities so the map should be much more stable now.

>>>Download and Screenshots Page Link<<<
4  Other / Trouble in Terrorist Town / Re: ttt_airbus_b1 on: June 23, 2011, 10:39:07 PM
Thank you very much, that's definitely the problem. Looks like I'll be needing to do some entity pruning.
5  Other / Trouble in Terrorist Town / Re: ttt_airbus_b1 on: June 21, 2011, 08:35:07 PM
Crashes every time I change to it almost instantly.
It doesn't leave a message in any of the logs.


That's a bummer. Are you loading it on a server with multiple people or just yourself?

Has anyone been able to run the map on a server with multiple people?
6  Other / Trouble in Terrorist Town / ttt_airbus_b3 on: June 21, 2011, 01:03:23 PM
UPDATE b3: Issues with the map crashing when the server switches to it appear to have been solved. This update fixes player animations being broken, and with the major problems being sorted, the map ought to be actually playable now. Thanks for your patience!

ttt_airbus_b3

A large passenger aircraft is siezed Mid-Pacific by a highly trained, heavily armed terrorist cell. Unfortunately for them, intense training and large weapons aren't much help if you don't know who to shoot, or if what's attacking you doesn't have a body at all...

Link to previous preview topic

This is the long-belated initial release of ttt_airbus, a close-quarters map featuring:
-Turrets
-Openable doors
-Industrial drill assembly and use
-Psychotropic gas
-Rollermines
-The openable doors are on the OUTSIDE OF THE PLANE








>>>Download and Screenshots Page Link<<<

Third release version, should be actually playable now so hopefully smaller problems will start showing up. Please report any issues, thanks!
7  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 24, 2011, 10:43:28 AM
A small shaft with a ladder/elevator that goes straight down would be a quick way to make a saferoom without taking up a lot of floor-space.
8  Other / Trouble in Terrorist Town / [Wip] ttt_airbus on: January 22, 2011, 04:41:56 AM

ttt_airbus:


A large passenger aircraft is siezed Mid-Pacific by a highly trained, highly armed terrorist cell. Unfortunately for them, intense training and large weapons aren't much help if you don't know who to shoot, or if what's attacking you doesn't have a body at all...




















This is a map I've been fiddling with for a while, and it's mostly finished now so I thought I'd put up some pictures.  Features:

-Layered, tight spaces. C4 could get interesting
-An elevator where you can totally press all the buttons for the floors and hold people up
-Lights can be temporarily shutt of by traitors
-Traitors can permanently open trapdoors, facilitating escape but opening new areas and paths for the innocent
-Sentry guns
-Outside doors that can be opened by traitors, sucking people out
-A freezer you can lock people in
-A secret cargo hold containg an unstable tank full of psychotropic gas
-Releasing the gas will allow the innocent to unmask traitors, but provide traitors an edge as well. Haven't worked all the details out yet.
-Police/civilian npcs, maybe, if I can sort out the ragdoll issue

Thanks for reading!
9  Other / Trouble in Terrorist Town / Re: [Wip] ttt_ghetto on: January 18, 2011, 08:49:27 AM
I'm liking the detailing and general run-down look and tone of the different areas. I actually like the name, it suits the map thematically, but I guess you could go with something like ttt_decay or ttt_rot.

Actually, ttt_slum or ttt_tenement would be similar.
10  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 10, 2010, 02:38:03 AM
I kind of liked the mechanic of searching burning bodies: chasing gunshots and grabbing vital information just as you see the traitor vanishing around a corner, but being unable to prove it to anybody.
11  Other / Trouble in Terrorist Town / Re: Knife "nerf"... on: September 22, 2010, 10:56:07 AM
How about the knife isn't an instant kill, but is instead "poisoned" and has a charge mechanic?

-You can pull out a knife and just click on someone (either throwing or stabbing), and the person will take damage over time and die after around 5 seconds or so
-This means that if you just pull out a knife and stab someone, they're doomed but have a good chance of killing you or shouting your name
-However, if you hold down the button and "charge" the knife before you strike the damage over time is increased depending on how long you charged it
-If you charge the knife to maximum (taking about 10 seconds or so) and stab/throw the knife at someone they'll die in less than half a second, giving them little time to react
-There isn't any death scream no matter how little/much the knife is charged, which can make it useful even if uncharged as people might hear shooting nearby but not know someone died

This means that the knife can be used to silently kill people, but you have to hide and plan your attack on someone who's unaware. You can still whip it out and get a definite kill, but you're very likely to be killed or have your name called out.

Although an uncharged knife thrown into a crowd could have its uses...
12  Other / Trouble in Terrorist Town / Re: Inspiration for a map. on: September 20, 2010, 03:48:45 AM
I actually started a map based on those forts for l4d. Didn't get that far, but I did manage to whip up the basic structure.
13  Other / Trouble in Terrorist Town / Re: TTT_Industrial (beta) on: September 05, 2010, 08:45:49 PM
Have to say, I was expecting it to look a lot worse. Screenshots look reasonably detailed with some good use of lighting. Can't say if the map is too small or not, but it's definitely a good start at least.
14  Other / Trouble in Terrorist Town / Re: Material Not Found Complcations on compile on: July 23, 2010, 04:14:55 AM
Go Map>Load Poinfile and it should draw a line through the leak (or one of the leaks).
15  Other / Trouble in Terrorist Town / Re: TTT Ideas/Suggestions on: June 25, 2010, 09:30:12 PM
BKU has said that there will never be any equipment that messes with body information or player names, which rules out the first two.
16  Other / Trouble in Terrorist Town / Re: Achievements in Terrorist Town on: May 28, 2010, 06:57:51 AM
A few non-griefworthy traitor achievement ideas:

--Killing an innocent with a gun that they have recently dropped
--Killing a number of innocents while having a small amount of health
--Healing a large amount of health at a health station
--Killing a number of innocents in a small span of time
--Killing an innocent who is defusing a bomb/checking a body
--Killing a number of innocents without any of the bodies being seen for the duration of the round
--Pushing a number of innocents to their death in a single round
--Killing a detective who has wounded you
--Killing the last innocent without being seen by him ie without leaving a reflection
17  Other / Trouble in Terrorist Town / Re: [Release] ttt_siege_v1c on: May 15, 2010, 12:56:20 AM
Quick update- Here's a very very (very) tentative v2 file:

http://rapidshare.com/files/387436816/ttt_siege_v2.bsp.html

It's been compiled with the orange box compiler and has some new features including soundscapes, killable npcs and helpful signs but I ended up just going ahead and pakratting stuff in so there's a chance that the "wrong map file" bug is back again. If anybody has a way of verifing whether downloading the map from a server works then that would be fantastic.
18  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 04, 2010, 02:55:26 AM
That reminds me! I've always wanted to mention this but forgot. I really think all the grenades should do damage in one way or another so players would stop throwing them at each other to pass the time (which is really annoying). Also, there's the fact that the discombobulator and smoke grenade are not even close to being as useful as the fire nade. Anyways, possibly change the smoke grenade to a poison gas grenade and make the discombobulator do straight damage.


I think the smoke grenade and discombobulator are good in their own ways- the discombobulator kills people all the time in some maps, and the smoke grenade can be useful as traitor if you pop it in a crowd and take somebody out.
19  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 03, 2010, 12:04:36 AM
I've always enjoyed the bizarre morality of TTT. "Detective" is a bit more intuitive and has links to mafia games but loyalist is kind of a cool title and also emphasises that they're guaranteed to be innocent. Can't wait to try the new version out.
20  Other / Trouble in Terrorist Town / Re: Detectives: Thoughts, ideas, balance, Holmes. on: January 29, 2010, 08:57:47 AM
Unless of course the detectives are themselves rdming or accusing people left and right. You're still not going to be put your absolute faith in anyone in the long run, since detectives may be unreliable or prone to initiating ridiculous witch-hunts which just adds to the general crazyness. Plus there won't be many of them at any one time so you're still going to be surrounded by suspects.
Pages: [1] 2 3


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.01 seconds with 19 queries.