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News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [release] ttt_onesmallshamble_b3
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Author Topic: [release] ttt_onesmallshamble_b3  (Read 12440 times)
C.Mong
Poster

Posts: 280


DNR Owner


« on: September 15, 2010, 04:22:06 AM »




b3
-Power is down in most of sector 1 and some of sector 2. Reserve Power has been enabled (darker areas. There are still lights)
-Fixed a wall exploit in the room with the two poison zombies/hulks.
-Changed how the self destruct is activated.
-Changed how the self destruct is de-activated.
-Removed some useless rooms.
-Added Nodes for the AI.
-Used materials from zm_oss that Sands let me use. Thanks Sands!
-Added a new room on the second floor.

b4 should bring some other fixes (laser trap, specifically) and maybe change the lightning depending on how the community responds.

b2
-Mostly completely new custom textures.
-HDR, lighting changes.
-New skybox
-Some new areas in the map, also, some previously inaccessible areas are now accessible.
-Removed objective text from zombie master, ZM objectives do not work.
-99% of all doors on the map are now unlocked from the very beginning, easier access throughout the entire map.
-info_manipulates still available, such as the gas trap, falling platforms, airlock, laser trap, etc.
-Removed the Singularity info_manipulate and created a traitor objective instead.

Optional Traitor Objective:
Two C4s must be planted in two different, specific areas for the self-destruct to activate, once both C4s have detonated and the 3 minute countdown begins, it may be disabled by pressing 3 buttons on different sides of the map.
If the self-destruct is deactivated, the innocents are rewarded with a room full of guns and ammunition.
If the self-destruct is successful, the traitors win.

I am aware that the laser trap is not visible, if I continue working on this I will fix it in the future.

Screenshots:
http://db.tt/3pHtNXf

Download Link:
http://dl.dropbox.com/u/3251338/TTT/Maps/shamble/current_release/ttt_onesmallshamble_b3.zip



A weapon script is included with the map, servers must use this or else there will be no weapons on the map.
« Last Edit: November 14, 2010, 10:51:34 PM by C.Mong »

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AndyTheGeeky
Build Tester
*
Posts: 3026


Wannabe Zoidberg


« Reply #1 on: September 15, 2010, 04:51:30 PM »

Why'd you have to go and use the single-level version of OMS? :(

Signature Pending...
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #2 on: September 15, 2010, 06:01:12 PM »

Well, I used b9. Was there a newer version I should have used? It was the latest that I could find.

Edit: Ah, I see, b6 was 3 levels.
I'll take a look at that and see what I can do.
« Last Edit: September 15, 2010, 06:12:25 PM by C.Mong »

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Sands
Poster

Posts: 1237



« Reply #3 on: September 15, 2010, 09:53:43 PM »

I'd send you the original if you'd like.
Nice work though man. I hope it gets some playtime in TTT.

Some say that he's allergic to the Dutch and that he only knows two facts about Ducks and they both are wrong.

All we know is...
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #4 on: September 15, 2010, 10:24:02 PM »

I'd send you the original if you'd like.
Nice work though man. I hope it gets some playtime in TTT.

Oh man that would be awesome. Haha.
Sorry I didn't ask before hand, I should have.

But yeah, if you'd be willing to send the original I'd appreciate that a ton. :)

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Sands
Poster

Posts: 1237



« Reply #5 on: September 15, 2010, 11:48:17 PM »

Not a problem, I think it's cool that you did this actually... I just grabbed the newest version off my old rig I just need to fix some textures(I don't have the texture pack that I used to have) and I'll find a host for it. I'm pretty busy today but check back tomorrow.

Some say that he's allergic to the Dutch and that he only knows two facts about Ducks and they both are wrong.

All we know is...
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #6 on: September 16, 2010, 01:07:31 AM »

Alright cool. Thanks a ton man. :) I'm really excited for this.

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Sands
Poster

Posts: 1237



« Reply #7 on: September 17, 2010, 02:50:43 AM »

Here we go. Some of the textures aren't polished but they're good place holders.


http://www.mediafire.com/?m8a5ujejzntncud

Good luck, I'm probably going to re-release this version as is for ZM sometime soon.

Some say that he's allergic to the Dutch and that he only knows two facts about Ducks and they both are wrong.

All we know is...
Psycho Fox
Poster

Posts: 370


The only Austrian ZM mapper.


« Reply #8 on: September 17, 2010, 11:24:25 AM »

Here we go. Some of the textures aren't polished but they're good place holders.


http://www.mediafire.com/?m8a5ujejzntncud

Good luck, I'm probably going to re-release this version as is for ZM sometime soon.

Fuck yeah! I like that map a lot. (but the noobs don't, they never find the button to stop the self-destruct timer)
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #9 on: September 17, 2010, 04:48:12 PM »

Awesome man thanks :) Gonna work on this here soon. Pretty excited, this should make it even better, rather than decompiling. Haha.

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Tannerbondy
ZM2 Developer
*****
Posts: 7547



« Reply #10 on: September 17, 2010, 06:30:58 PM »

Good luck, I'm probably going to re-release this version as is for ZM sometime soon.

MAKE IT HAPPEN.
Citizen_001
Build Tester
*
Posts: 3733


Male_07


« Reply #11 on: September 17, 2010, 07:28:32 PM »

Tanner, I see your MSPaint skills are quite lulzy as usual.

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from:  Dinner
The first time you see him he comes onto you so hard.
[/quote]
AndyTheGeeky
Build Tester
*
Posts: 3026


Wannabe Zoidberg


« Reply #12 on: September 17, 2010, 11:04:05 PM »

Ah, but which flavor will it be - multi-level, or single?

Signature Pending...
CS25230
Poster

Posts: 51



« Reply #13 on: November 04, 2010, 01:08:53 AM »

Where do you place the C4s?
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #14 on: November 04, 2010, 06:42:59 AM »

Have someone teach you. :D

I'm just about done with b3, maybe in a week or two.
I decided against using the entire new version Sands posted, instead I've been taking things out of that version and placing it into the single floor version. More detail, bit darker areas, better lighting, some bug fixes. I'm also changing how the singularity works slightly. I feel like it's too easy to set it off and no one knows what the fuck to do after that, possibly add an "escape pod".
Probably going to make the entire singularity cost credits in multiple locations, a "stand in this little area and hack the mainframe" sorta thing, not sure yet.
« Last Edit: November 04, 2010, 06:24:50 PM by C.Mong »

www.dnr-gaming.com
CS25230
Poster

Posts: 51



« Reply #15 on: November 05, 2010, 04:37:54 AM »

Nevermind i'll just find out with LUA.
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #16 on: November 05, 2010, 09:13:27 PM »

SWEET.

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #17 on: November 14, 2010, 10:40:50 PM »

b3
-Power is down in most of sector 1 and some of sector 2. Reserve Power has been enabled (darker areas. There are still lights)
-Fixed a wall exploit in the room with the two poison zombies/hulks.
-Changed how the self destruct is activated.
-Changed how the self destruct is de-activated.
-Removed some useless rooms.
-Added Nodes for the AI.
-Used materials from zm_oss that Sands let me use. Thanks Sands!
-Added a new room on the second floor.

b4 should bring some other fixes (laser trap, specifically) and maybe change the lightning depending on how the community responds.

Optional Traitor Objective:
Two C4s must be planted in two different, specific areas for the self-destruct to activate, once both C4s have detonated and the 3 minute countdown begins, it may be disabled by pressing 3 buttons on different sides of the map.
If the self-destruct is deactivated, the innocents are rewarded with a room full of guns and ammunition.
If the self-destruct is successful, the traitors win.

I am aware that the laser trap is not visible, if I continue working on this I will fix it in the future.

Screenshots:
http://db.tt/3pHtNXf

Download Link:
http://dl.dropbox.com/u/3251338/TTT/Maps/shamble/current_release/ttt_onesmallshamble_b3.zip



A weapon script is included with the map, servers must use this or else there will be no weapons on the map.
« Last Edit: November 14, 2010, 10:51:51 PM by C.Mong »

www.dnr-gaming.com
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #18 on: November 14, 2010, 10:52:20 PM »

This is a great map, too bad it is almost never played on the servers I play on. Can't wait to try out b3!

And by the way, if you haven't already, you should put it on toybox. It's really good advertisement and also an easier way to download the map.
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #19 on: November 14, 2010, 11:19:28 PM »

Everyone who has downloaded the map, please re-download it. The weapon script needs to be replaced. Sorry!

www.dnr-gaming.com
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