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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [RELEASE] TTT_TheThing_b4
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Author Topic: [RELEASE] TTT_TheThing_b4  (Read 81217 times)
Notary
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Posts: 976


United forever for friendship and labour


« on: September 14, 2009, 04:54:03 PM »

Based on John Carpenters masterpiece "The Thing" released in 1982. If you love playing TTT you just have to watch this film.

Download



Read these very important tips, otherwise you won't get it how to play the map:

1) You can turn the power on and off at power station (yellow building with generators). This doesn't affect elevator and underground complex.



2) There is an underground complex. You'll find it easily - there's a big hole in the ground. Call the elevator to get in


3) There are 12 dynamite time bombs (can be found in the warehouse - red building, there are lots of boxes and containers)
and 6 places to put them in. Once you set all time bombs you have 1 minute to escape to the underground complex. Everyone above will die. If you come back on surface after explosion you'll still die.



4) If you turn on the oven and put blue propane tank there you can start a fire in this building. Blue propane tank can be found in the warehouse.


5) You can lock people in the tool shed -  the only wooden building. It can be opened from outside only.



6) Some weapons can be easily found, some are not. Ammo is limited as well. There are 12 weapons in the map meaning someone will stay unarmed.

7) Most of the buildings are enterable.

8 ) Almost all wooden props are unbreakable.



« Last Edit: August 04, 2010, 12:47:04 PM by Notary »

Made in the USSR

My level design gallery
UnInvincible
Build Tester
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Posts: 4841


SANTA SHAMBLER SEIZURE!


« Reply #1 on: September 14, 2009, 05:03:46 PM »

:O

Awesome work Notary, can't wait to give it a try.

my game keeps crashing as it loads, (i have all the expansion packs including the apartment life) and i am hearing that it might possibly be a custom content problem? how do i remove custom content?
shutup9100
Build Tester
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Posts: 4600


In the name of The Empreror I would tap dat ass


« Reply #2 on: September 14, 2009, 05:31:45 PM »

The funny thing is that when we were watching The Thing last night we started talking about how TTT needs a map based off of The Thing.

worbat
Santaman
****
Posts: 13027


Fnar Fnar Fnar


« Reply #3 on: September 14, 2009, 05:37:47 PM »

I shat bricks. Then shat a thing!

Shadow:  Ben's secret name is ben

my god
Sarge
Poster

Posts: 3995


Here's Simon!


« Reply #4 on: September 14, 2009, 06:37:20 PM »

Now we just need the traitors to turn into hideouts monsters when found out.

Quote
Secone: hello sarge-sannn~~ Secone: uguu~~~ Secone: don't you think I am kawaii sarge-chann~!~
Quote from:  Worbat drunk
Sarge: Night night worbat! Worbat: niiiiiiiighty nig0hte           sargei awargie[/quote]
OctaneHugo
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Posts: 7668


hey, prince, you need a shave


« Reply #5 on: September 14, 2009, 08:48:00 PM »

Oh my God this is awesome. Notary bear my children.

It's basically just like keeping your baby teeth when they fall out, except its a foot.
Soduka
Poster

Posts: 680



« Reply #6 on: September 14, 2009, 09:12:04 PM »

Not really any specifics, just needs polish as the alphas and betas tick away. The elevator buttons are floating in mid air, the crane glitches and the elevator seems to float, needs more guns (Which should be added to a larger underground complex I hope you add). This map has a good Penumbra feeling, should expand on that scaryness. Some objects' lighting isn't done properly, probably just needs to be recompiled.

Snow clips in and out sometimes and the seams are very visible. Ammo is very scarce, even moreso than in my opinion is necessary. Expand on the ability to kill players with "Objective" like physics actions. Starting a fire, blowing something up, turning off the lights, etc. Make the environment alive. Some good ambient music would help to give a desolate feeling.
Soduka
Poster

Posts: 680



« Reply #7 on: September 14, 2009, 09:15:16 PM »

And please randomize the spawn locations.
eeny
Build Tester
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Posts: 10242


+1


« Reply #8 on: September 14, 2009, 09:18:58 PM »

In my opinion, dont add anymore primary weapons, mabye add a deagle or two and some pistols. Add more ammo, but keep it spread out. The underground needs expanation, a tunnel system would be really cool, mabye use the elevator area as a hub with three or four more tunees going off from it?


Nobody Expects the Malkavian Inquisition!
Rotinaj
Build Tester
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Posts: 5107


the brave


« Reply #9 on: September 14, 2009, 11:13:54 PM »

I think you should connect the two small buildings at the top. Right now it's real easy to barricade and the choke point makes it too easy for terrorists.
Shadow_Archmagi
Build Tester
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Posts: 13166


Zeppking


« Reply #10 on: September 14, 2009, 11:48:10 PM »

You need to let corpses bite off people's hands

http://steamcommunity.com/groups/brindlemovienight Movies! Xcoms!
"You died a noble death. Also, if that baby that was always near you was yours, it died a noble death too."
OctaneHugo
Build Tester
*
Posts: 7668


hey, prince, you need a shave


« Reply #11 on: September 15, 2009, 02:33:30 AM »

This definitely needs more weapons. it's no fun, as either a traitor or an innocent, to walk around with no weapon and be refused entry to any safe places.

You need to make the bombs lighter, as right now you can't pick them up and it takes 25 minutes to get them into any place.

make turning the lights on and off a bit tougher, as currently lights are off for maybe 3 seconds before someone turns them back on (could be fixed by having more weapons/more effective bombs).



It's fun, but these issues are pretty ibg.

It's basically just like keeping your baby teeth when they fall out, except its a foot.
Gamerofthegame
Poster

Posts: 1533


I'm after you, Worbat!


« Reply #12 on: September 15, 2009, 10:37:14 AM »

More pistols would be nice, yeah, or Deagles, whichever.

Not primary weapons, though.

I am, personally, still partial to the chair, so I don't really mind~.
Finparasite
Build Tester
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Posts: 181



« Reply #13 on: September 15, 2009, 10:49:47 AM »

Im unhappy now.
My map is now basicly just a worse version of this map. Theres no reason to me to keep on working on it beacause its allready been made.

Anyway cool looking map shoud be alot of fun to play!
Charles445
Build Tester
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Posts: 2338


I LOVE THIS AVATAR


« Reply #14 on: September 15, 2009, 01:45:50 PM »

Now we just need the traitors to turn into hideouts monsters when found out.

*COUGH* parasite *COUGH*

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
sulkdodds
Global Moderator
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Posts: 3907


I AM THE SON OF DOG


« Reply #15 on: September 15, 2009, 01:48:00 PM »

I'm glad you guys watched The Thing. It's a great movie, and now I too can live the dream. If I buy Garrysmod.

if I were not Sulkdodds, I should wish to be Diogenes
Charles445
Build Tester
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Posts: 2338


I LOVE THIS AVATAR


« Reply #16 on: September 15, 2009, 01:55:53 PM »

I started watching it, then it got late and I had school the next day.
Sad face.

Nice map notary.

Also, 1000th post.

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
worbat
Santaman
****
Posts: 13027


Fnar Fnar Fnar


« Reply #17 on: September 15, 2009, 03:14:15 PM »

The light is not on the model.


Geometry shinanigans.




Looks off. The light comes from the middle.


No cable


I can hold up the elevator on my head.

Shadow:  Ben's secret name is ben

my god
Notary
Poster

Posts: 976


United forever for friendship and labour


« Reply #18 on: September 15, 2009, 03:37:24 PM »

I have no idea why cables do not work, when I tested it in single player everything was fine.

Also seems like I have to remove turn power on/off feature because of lighting problems. Seems that dynamic lights do not cast any indirect lighting and also objects appear to be black in a room with a light.

See the difference





Probably I'll add more lights here and there to create fake indirect light but I'll temporarly remove this feature anyway.
« Last Edit: September 15, 2009, 03:41:46 PM by Notary »

Made in the USSR

My level design gallery
Notary
Poster

Posts: 976


United forever for friendship and labour


« Reply #19 on: September 15, 2009, 04:02:42 PM »

A2 Released

- Fixed dynamite being too heavy to be picked up
- Fixed blue propane tank being being too heavy to be picked up
- Fixed some spawns resulted in players being stuck in geometry
- Fixed tool shed door being opened by crowbar hit. Bring some suspicious folks as some prisoners now!
- Probably fixed cables not showing up
- Added a bit more player spawns
- Added three desert eagles on the map and ammo for it. There should be 15 weapons in total in the map, excluding grenades
- More ammo in the warehouse
- Removed turn on/off the power feature until I find a better graphical solution for the lighting problem.

Made in the USSR

My level design gallery
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