Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 25, 2024, 02:10:42 PM
News:
Trouble in Terrorist Town
?
Site here
,
forum here
.
Zombie Master
|
Other
|
Trouble in Terrorist Town
| Topic:
[RELEASE] ttt_lost_temple_v1
Pages:
1
2
[
3
]
4
5
Author
Topic: [RELEASE] ttt_lost_temple_v1 (Read 38459 times)
Dr.Badtouch
Poster
Posts: 58
No HoMo O_o
«
Reply #40 on:
January 03, 2010, 08:31:10 AM »
Zombie Fight Club
Furry Hell
http://zombiefightclub.org
Citizen_001
Build Tester
Posts: 3733
Male_07
«
Reply #41 on:
January 09, 2010, 01:45:20 AM »
New version out. First Beta.
Includes an optional win event for both traitors and innocents, working staff, and new trap.
Download: http://www.mediafire.com/?vmnydgneowx
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]
Ajunk
Build Tester
Posts: 14000
ಠ_ಠ
«
Reply #42 on:
January 09, 2010, 07:38:20 PM »
Awesome.
Quote from: loli_melony on September 22, 2009, 01:31:31 AM
You're all the most fucking heartless people
Tyrant T100
Poster
Posts: 1725
The State sees all!
«
Reply #43 on:
January 10, 2010, 10:08:40 AM »
Right I've got this downloading now, I'm hoping it will be easily available to play on most servers.
http://www.youtube.com/user/TyrantGrandburnin
Citizen_001
Build Tester
Posts: 3733
Male_07
«
Reply #44 on:
January 25, 2010, 01:24:30 AM »
Updated version released, see original post.
Changelog:
- Modified the collapsing bridge trap to prevent jumping it.
- Added function that teleports the staff to an altar where innocents can access it if the staff is not taken by traitors within 110 sec. of sacrifice completion.
- Reduced time before sacrificing is allowed to 2 min.
- Very slightly lessened the chance that the staff will turn and kill you. (made the hurt trigger shorter)
- Enlarged bullet absorption field around staff to adequately cover the wielder while standing.
- Fixed viewing window near bridge trap as to block bullets and grenades as intended
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]
Darkest_97
Poster
Posts: 286
Hi.
«
Reply #45 on:
January 25, 2010, 03:41:37 AM »
When does the staff actually turn on when your carrying it? Because i was carrying it for about 1:30 and it was just going on and off. I tried to kill someone but i just hit them and had to use my gun.
Citizen_001
Build Tester
Posts: 3733
Male_07
«
Reply #46 on:
January 25, 2010, 01:20:30 PM »
Hit E on the handle to activate.
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]
shiro
Poster
Posts: 2
«
Reply #47 on:
May 30, 2010, 04:06:17 PM »
Hey Citizen_001,
im have a question for you,
are we allowed to modify your map or dont you want people to change it?
And when is Lost_temple_b3 comming out?
Also i found a bug on one of the entences of the Traitors,
Normaly you could get trough those entences as traitor but this one kills you :S
Citizen_001
Build Tester
Posts: 3733
Male_07
«
Reply #48 on:
May 30, 2010, 07:13:29 PM »
Quote from: shiro on May 30, 2010, 04:06:17 PM
Hey Citizen_001,
im have a question for you,
are we allowed to modify your map or dont you want people to change it?
I did not release the .vmf to anyone, so no. Why would they want to change it anyway? There are a few things about it that make someone trying to recompile a changed version almost an impossibility, it is very touchy.
Quote from: shiro on May 30, 2010, 04:06:17 PM
And when is Lost_temple_b3 comming out?
Whenever I get to it.
Quote from: shiro on May 30, 2010, 04:06:17 PM
Also i found a bug on one of the entences of the Traitors,
Normaly you could get trough those entences as traitor but this one kills you :S
No you didn't, you did one of these things, I guarantee it:
- Didn't get clear of the door when you hit the button
- Tried to use it after the round ended
- Tried to use it when you weren't a traitor
Never have I seen one in all of my testing, kill a traitor except for these circumstances.
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]
shiro
Poster
Posts: 2
«
Reply #49 on:
May 30, 2010, 07:26:09 PM »
Quote, Citizen_001 :
I did not release the .vmf to anyone, so no. Why would they want to change it anyway? There are a few things about it that make someone trying to recompile a changed version almost an impossibility, it is very touchy.
Well its easy to Decompile, but the reason to change things is that i personaly think its to empty and there could be allot of more things to it.
tough i dont like stealing people's work so thats why i ask if its possible to edit your map.
as far as i can see in your post is a no for it.
so only if you give premission to edit the map il play arround with it.
so il hear from you.
Citizen_001
Build Tester
Posts: 3733
Male_07
«
Reply #50 on:
May 30, 2010, 09:13:01 PM »
Quote from: shiro on May 30, 2010, 07:26:09 PM
Quote, Citizen_001 :
I did not release the .vmf to anyone, so no. Why would they want to change it anyway? There are a few things about it that make someone trying to recompile a changed version almost an impossibility, it is very touchy.
Well its easy to Decompile, but the reason to change things is that i personaly think its to empty and there could be allot of more things to it.
tough i dont like stealing people's work so thats why i ask if its possible to edit your map.
as far as i can see in your post is a no for it.
so only if you give premission to edit the map il play arround with it.
so il hear from you.
That's the thing. I'm very close to a few limits and once you pass them it will not compile. So if you added anything it would no longer compile. Decompiling is possible but adding anything to it will break the map, rendering it impossible to compile unless you deleted an equal amount of map elsewhere.
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]
worbat
Santaman
Posts: 13027
Fnar Fnar Fnar
«
Reply #51 on:
May 30, 2010, 09:17:31 PM »
Citizen plans his maps very smart like. So you cant stealthem with out it exploding.
Shadow: Ben's secret name is ben
my god
Charles445
Build Tester
Posts: 2338
I LOVE THIS AVATAR
«
Reply #52 on:
May 30, 2010, 10:07:46 PM »
I've been killed like, five times by the traitor doors. Their check screws up sometimes.
Quote from: BaconManRules on April 15, 2011, 10:37:34 PM
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
FF|NedStar
Poster
Posts: 1045
Look into my eyes.
«
Reply #53 on:
May 30, 2010, 10:18:01 PM »
Make sure you stand completely inside else the door smacks you.
Quote from: Autist on
You're so buttmad faggot an admin who rdms and ghosts and lets his friends aimbot what a classy faggot, thank god half your server consists of asslickers otherwise nobody would play on your shitty server.
bigbadboo
Poster
Posts: 287
«
Reply #54 on:
May 30, 2010, 10:20:12 PM »
I observed my traitor friend get killed by one of the doors. The check does indeed screw up sometimes. He was fully inside definitely.
Meta-Stick
Poster
Posts: 481
it contains, a daisy box
«
Reply #55 on:
June 02, 2010, 03:24:42 AM »
I've yet to see this happen, but I guess it's like getting struck my lightning... It's funny. I mean, rare...
Quote from: GlobalEnjoi on
Just grab some bottles and stick them in girls...
Citizen_001
Build Tester
Posts: 3733
Male_07
«
Reply #56 on:
June 02, 2010, 04:37:15 AM »
Even if it does happen rarely, there is nothing I can do about it. All of my map logic regarding the doors are good and if the entity itself screws up occasionally that's all there is to it.
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]
Citizen_001
Build Tester
Posts: 3733
Male_07
«
Reply #57 on:
August 10, 2010, 03:37:13 AM »
Updated version has been released:
TTT_Lost_Temple_V1
------------------------------
Changelog:
------------------------------
- Changed staff objective (No one, not even traitors have access to the staff until after the allotted time and until it spawns at the altar).
- Removed traitor reward room, (sacrificing bodies now benefits traitors no more than it does innocents)
- Fixed chance of victim sticking to the side of the bridge after the trap is triggered.
- Blind traps now do not light up when a fellow Traitor OR Detective pass through it's area of effect.
- Added one-way window to the spike pit trap.
- Now compiled with HDR available!
- Spike wall room trap now allows for an innocent to complete a platforming challenge in order to lower the grate and allow a victim stuck in the trap to be saved.
- Map list and server creation icon now included.
Have fun, this should be the final bug-free version.
«
Last Edit: August 10, 2010, 01:43:29 PM by Citizen_001
»
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]
Secone
Build Tester
Posts: 4289
Welcome to the Church of Rock and Roll!
«
Reply #58 on:
August 10, 2010, 04:00:36 AM »
woooo
Worbat: When we're playing I love to hear him scream as I rape his ass
9:19 PM - Nel: Why is my 16 year old son married to a 20 year old man
Citizen: I want to see Morpheus' big black penis damn it!
Citizen_001: I JUST WANT TO HIT A BABY
Soduka
Poster
Posts: 680
«
Reply #59 on:
August 10, 2010, 09:22:55 AM »
The lighting is very nice.
Pages
:
1
2
[
3
]
4
5
Zombie Master
|
Other
|
Trouble in Terrorist Town
| Topic:
[RELEASE] ttt_lost_temple_v1
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Other
-----------------------------
=> Trouble in Terrorist Town
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Powered by SMF 1.1.21
|
SMF © 2015, Simple Machines
Page created in 0.013 seconds with 18 queries.
Loading...