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Trouble in Terrorist Town
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[Release] ttt_BlueSky
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Topic: [Release] ttt_BlueSky (Read 13210 times)
OctaneHugo
Build Tester
Posts: 7668
hey, prince, you need a shave
«
Reply #20 on:
August 02, 2010, 11:57:17 PM »
Quote from: pizzamanjesus on August 02, 2010, 11:17:27 PM
Maybe by some miraculous compilation of magic hammer entities i'll have something set up where gibs and blood are spewed out etc. yet still allow identification.
This would be favorable, though I've no idea how plausible it is.
I quite like this map. The only true issues I have with it are the player clopping areas and the grinder situation. At first it seemed as though there was little ammo and weapons, but there turned out to be a very nice amount. Good work.
Quote from: Marphy Black on February 20, 2012, 02:16:00 AM
It's basically just like keeping your baby teeth when they fall out, except its a foot.
pizzamanjesus
Poster
Posts: 21
«
Reply #21 on:
August 03, 2010, 04:45:23 AM »
When you say clopping, you mean areas players tend to gather together right? What I had in mind while creating the map was to have a few obvious gathering spots for people with enough dastardly ambition to plant c4 near to killa bunch of folks. If you mean spots where players kind of bump into each other due to narrow transitional areas etc, then i'll have to take a look.
Regarding the grinder, there is now a sub-area to-do with the the whole implied-grinded-to-almost-detached-limb-state scheme. The identifiable body is dropped onto a conveyor, which can be turned on by a traitor/ naughty innocent person. The conveyor wil then take the body away to parts unknown.
Version 3 will be done tomorrow.
«
Last Edit: August 03, 2010, 08:01:20 AM by pizzamanjesus
»
Gamerofthegame
Poster
Posts: 1533
I'm after you, Worbat!
«
Reply #22 on:
August 03, 2010, 06:32:30 PM »
I also noticed, coming to think about it, that there really is only one route through the entire map back and forth. I actually approve of this - Personally, I had a running gunfight as a traitor while being chased by the remaining innocents, never needing to worry about someone coming up behind me. However, it does make it so it's difficult for a traitor to necessarily sneak up behind people if they're at a dead end. It's a mixed thing, here.
pizzamanjesus
Poster
Posts: 21
«
Reply #23 on:
August 03, 2010, 07:25:31 PM »
Haha yeah, I tried to keep that in mind as I mapped it, but I guess I didn't think enough on it. I may hold back on a second day of mapping and do something help combat that but still keep the different pathways about the same length. People will probably still gather near the grinder like always anyway, so surely there would still be instances like you've described. Probably will have something to do with entering the white building or a subterranean pathway tunneling underneath the yard area or both.
So V3 will be out
within a few days
with the new grinder conveyor belt thing/alternate route(s).
«
Last Edit: September 27, 2010, 03:46:54 AM by pizzamanjesus
»
pizzamanjesus
Poster
Posts: 21
«
Reply #24 on:
September 27, 2010, 03:46:22 AM »
Oh hey hi everybody, I know it's been a couple months, but within a few days V3 will seriously be done. New details are in the OP.
«
Last Edit: September 27, 2010, 03:49:09 AM by pizzamanjesus
»
Silverstream
Poster
Posts: 174
Project Suburb Developer
«
Reply #25 on:
September 27, 2010, 12:00:11 PM »
Excellent Job on detailing your tunnels! I must say, most tunnels I come across are simple and bare.
I love those arches as well as the cylindrical columns. It compliments the tunnel extremely well.
I'm looking forward to your V3 release :D
Quote
img width=1024 height=768 src="http://i256.photobucket.com/albums/hh188/pizzam4n/ttt_BlueSky/ttt_bluesky_v30000.jpg" alt="" />
pizzamanjesus
Poster
Posts: 21
«
Reply #26 on:
September 27, 2010, 07:57:52 PM »
Lol thanks. That shot is a little dated to be honest, it's not quite as bland now as it was then :)
pizzamanjesus
Poster
Posts: 21
«
Reply #27 on:
September 30, 2010, 02:52:40 AM »
New version is out!
NEW VERSION
ttt_BlueSky_V3
http://www.filefront.com/17334575/ttt_BlueSky_V3.rar
LeftHandedMoth
Poster
Posts: 36
Minister of Umbrellas.
«
Reply #28 on:
September 30, 2010, 07:29:45 AM »
When I read "Blue Sky" I was expecting a light blue sky with fluffy clouds and gummybear-lifesize dolls everywhere.
Man, it's good to be wrong.
Dude you mumble a lot.
Fuck you.
Silverstream
Poster
Posts: 174
Project Suburb Developer
«
Reply #29 on:
October 01, 2010, 01:24:48 PM »
I'm getting error models in various areas in the map, including the tunnel and inside the compactor building. Did you use any custom models other than CS:S?
pizzamanjesus
Poster
Posts: 21
«
Reply #30 on:
October 01, 2010, 08:07:30 PM »
That's puzzling, the only custom content are the 5 elevator button textures.
Is anyone else experiencing this?
Silverstream
Poster
Posts: 174
Project Suburb Developer
«
Reply #31 on:
October 01, 2010, 11:01:33 PM »
The elevator button textures work perfectly for me. Only a few models are not visible for me. Perhaps I need to defragment and verify my CS:S cache.
JamesRich
Poster
Posts: 6
«
Reply #32 on:
October 04, 2010, 07:57:20 AM »
Great map.
pizzamanjesus
Poster
Posts: 21
«
Reply #33 on:
October 11, 2010, 09:31:20 PM »
Has anyone any bugs/glitches/exploits/general squabbles to bring to light? I've actually yet to play or see the new version being played on a populated server. :S
«
Last Edit: October 11, 2010, 11:14:35 PM by pizzamanjesus
»
CS25230
Poster
Posts: 51
«
Reply #34 on:
October 11, 2010, 11:17:08 PM »
I just added it to my server, it works great so far. No errors from what I can tell.
pizzamanjesus
Poster
Posts: 21
«
Reply #35 on:
October 15, 2010, 11:54:36 PM »
Cool. 8)
Major Binkx
Poster
Posts: 20
«
Reply #36 on:
October 17, 2010, 07:33:23 AM »
This map looks amazing- hope the server I play on picks it up! :)
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[Release] ttt_BlueSky
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