Here's beta2, or Super Nexus Expansion Edition. Really running up against limits now.
Changelog in beta2:
-Widened the checkpoints so you can drive an APC through the map (although it's a bit cramped)
-Added a new tunnel section connected to the nexus. This includes a garage, a med-bay, an armory, a gun range, and a few empty rooms. It also has a tunnel leading to the Terminal Hotel and Checkpoint 3.
-New Consul Office buttons. These have the ability to toggle shields on the checkpoints and activate/deactivate the new Judgement Waiver/Lockdown protocol.
-Added catwalk access to the third floor of the Terminal Hotel.
-Made all doors that were Touch Opens to Use Opens
-Improved human nexus elevators
-Lowered human nexus elevator speed from 100 to 50
-Pod 2 now goes to detainment and has more control panels.
-Added frames to construction site building
-Added lighting in some areas where it's too dark
-Improved the vertex error issue (only a little)
Thanks to Kane for making some bad-ass additions to the map, such as the theater interior and terminal hotel exterior. Also thanks to Jeffman for lots of input and HighDef for help with optimizations. Thanks to FireGod22 for his beautiful skybox. Thanks to OzJackal for his TV screen textures.
The biggest issue with the map that I can't really fix is in Garry's Mod, no matter what, the player can leave the pods even when locked. So even though the pods are scripted to lock/unlock, I can only prevent players from getting in them. This could probably easily be remedied by a script, but that's out of my field of expertise.
The button system is a bit confusing. The pods and their respective panels are labeled by numbers but not their buttons. There's a button to make them go forward/backward along their track and to open/close the shell. You'll just have to try out the ones in the CA office. There's a button to extend the bridge, a button to toggle a shield, and a button to perform executions. Just mess around with it and you'll understand.
Breen will perform his Instinct speech when you remove the combine screen saver in singleplayer, but it doesn't seem to work properly on the dedicated servers I've tested on. I think you need to upload the choreo scripts manually for this to work, but it's a small feature and only some of the TVs have working microphones.
Please contact me if you have any suggestions or bug reports I'd love to hear them. You can add me on Steam at Apocus or PM me. I've run up against some limits but there's a lot I can improve on with community input.
This map shouldn't require anything other than the base HL2 content. HDR suggested.
Screenshots:
[img]http://cloud-2.steampowered.com/ugc/1118287832836288989/9E4C7C37CD064C64380BB4917DED6E536205677B/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836293896/9FB1C152429C541DF231E9480DF22040C8603A47/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836297790/607E38EE664DAF1ED5D42A0B0BC65DF2BEC3374D/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836303403/C98BE0F71FEC36F3B5B69D9E6814EF1C789B8405/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836313941/7D8E65B2CE7F086ECEF5898E66D4F9D29CE82C23/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836318117/1C29F86B0ED47202167E71D78AAB04B3ED34FB49/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836326267/6F359B5DDA38BEAC308E72B89AD18627A450C9DB/[/img]
[img]http://cloud.steampowered.com/ugc/1118287832836328386/68AD422966A974876D893C19860F1CB30CB1B2AD/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836331319/A021AEC982FE27948DB2BFEE3A00072E3913D806/[/img] 22
[img]http://cloud-2.steampowered.com/ugc/1118287832836334108/4F6654D350B3FF2582BD5F4A06D48CAC50767C01/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836337004/C4AD08E82E1E8CCD96264F4A5A0AAA7FB9F97CB8/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836339145/99F96F4127D0E9DAB07DC2D819FCF17C6E6EA254/[/img]
[img]http://cloud-2.steampowered.com/ugc/1118287832836341316/BA62E8BB5A8792FC75DD7670A4DE3293F977ADE3/[/img]
Download: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=124240579[/url]
It's always awesome to see new maps with influence from the old storyline.
Over the span of a year I saw the amount of work put into this. This is the best HL2 themed map I have seen so far hands down. Have a mapping king :D
It says rp_indutrial17 in the title (no [I]s[/I]).
[QUOTE=Mozartkugeln;39441792]It says rp_indutrial17 in the title (no [I]s[/I]).[/QUOTE]
Thank you. I tried editing it but it wouldn't change.
Aww, that's a shame. You should get one of the mods to change it.
This map looks fucking amazing, by the way, given that it's all just stock content.
This map is really well made. It honestly doesn't look very big horizontally, but there's so much vertical space too.
So many guests viewing this, haha. I assume you made this for some community?
I did not.
What map are you going to make next? This one was so good I assume your next will be too.
TheDondi's HL2RP server is testing it right now.
69.64.49.110:27026
got any file mirrors?
i could use a dropbox link or two.
Excellent map!
Got a question. The pod number two what leads from outside of the Nexus (the sidedoor of detainment thing), it is possible to get it inside Nexus - but, is there any way how we can get it's passenger into detainment, without having him dropped from 10m? If not, I quite don't see any point of having the pod #2 :(
I think this map is extremely awesome but one minor detail struck me as odd:
[img_thumb]http://cloud-2.steampowered.com/ugc/1117160031489421002/1449792474A8465C49139AD8CBFBB4FB8A6BCCEB/[/img_thumb]
Those windows don't have frames and are really thick!
Otherwise, great map.
Good idea.
-snip, problem solved. Had nothing to do with the map.-
Awesome job man, glad I could help somewhat. It turned out really well.
Just released beta2 to workshop. Here's a quick changelog:
-Widened the checkpoints so you can drive an APC through the map (although it's a bit cramped)
-Added a new tunnel section connected to the nexus. This includes a garage, a med-bay, an armory, a gun range, and a few empty rooms. It also has a tunnel leading to the Terminal Hotel and Checkpoint 3.
-New Consul Office buttons. These have the ability to toggle shields on the checkpoints and activate/deactivate the new Judgement Waiver/Lockdown protocol.
-Added catwalk access to the third floor of the Terminal Hotel.
-Made all doors that were Touch Opens to Use Opens
-Improved human nexus elevators
-Added frames to construction site building
-Added lighting in some areas where it's too dark
-Improved the vertex error issue (only a little)
Fuck, YES.
Updated with a script that prevents players from exiting the pods when the shell is closed.
this makes me wish someone would recreate the original storyline for half life 2.
Fixed the soundscapes being broken on dedicated servers. Thank god.
[QUOTE=DaApocalypse;39520597]Fixed the soundscapes being broken on dedicated servers. Thank god.[/QUOTE]
What was wrong with them?
May actually play HL2 RP for this map.
[QUOTE=HighdefGE;39521428]What was wrong with them?[/QUOTE]
They'd play whether you saw them or not.
They were the wrong ones.
Here's beta3!
Changelog
-Improved optimization and vertex errors in some areas
-Added more soundscapes and other ambient sounds
-Improved lighting in some areas
-Improved Judgement Waiver and Lockdown sounds
-Added detail to places such as the plaza
-Added custom textures to certain areas such as the theater as well as map credits
-Added a new shop to the plaza, "Souvenirs".
-Added sewers
-Added "Grizzly Grotto"
-Added some sketchy apartments
-Added another shop to same alley
-Loads of fixes
How did you specifically remove vertex errors? My map is full of them.
[url]http://www.gyroshot.com/vertalert.htm[/url]
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