• gm_floodinvasion_v6
    81 replies, posted
[release][tab]Name:[/tab] gm_floodinvasion_v7 [tab]Version:[/tab] v7 [tab]Description:[/tab] A rooftop onslaught map with rising water, made better, fixed and updated. [tab]Requirements:[/tab] A fast computer and about 20 minutes of time [tab]Download:[/tab] [url]http://www.ihud.com/file.php?file=files/040906/1157397942/gm_floodinvasion_v7.zip[/url] [/release] This is My latest version of gm_floodinvasion updated from v6 to v7. Rate the thread please. As before, the idea of the map is to defend your self against npcs on top of buildings. And at the same time trying not to come in contact with the hungry leech water, as the buildings vanish below you. In version 5 to 6 update I: Fixed the skybox errors. Fixed the spawners so they don't overlap each other, causing massive lag. Fixed the npcs so their corpses faid away, to prevent lag. Fixed the prop textures applied on brushes. Changed some of the textures on walls and floors. Added doors in places where they should be in the spawn building. Added 2 more tall buildings, and a hall way across two of them. Added a turret to use. Added more npc spawners at end to make it last longer. Added supports to the bridge ways across the buildings. Added more defence on all the building tops. Added 2 more swep spawners. Added some custom and half-life textures in places. Added more windows. Added a kitchen downstairs. Added more items and ammo. Added water in the skybox. Added more ladders. In version 6 to 7 update (latest) I: Fixed the water hight in the 3d skybox. Fixed the bug where triggers and items don't work, and cause massive lag. Fixed the texture errors. Changed some textures on the buildings. Changed some spawners and their timing. Changed the spawners so each one only spawns one npc each. Changed the spawn radius and moved the fast zombie spawners, in the lower levels up to the kitchen. Changed the citizen models to rebels. Changed all the Npc_makers to Npc_template_makers so no weapons drop and cause huge lag. Added a spring bridge and another roof to go on, with some defence. Added a stair way from the high lab building to the roof. Added light props instead of overlay lights. Added more defence up the top. Added info_nodes in the spawn room so the rebels can get out. Added a few more railings on the roof tops. Added roads to the skybox. Added more buildings to the skybox. Added more roads to the map. I think I covered it all. This version is really a bug fixer version so Don't expect loads of new stuff. There is still no way I can fix the gunships, because it's not My fault. READ IT'S IMPORTANT! There is a bug In Version6 though, IN version 7 its fixed. After a while when the water reaches a certain hight, you can't pick up items and massive lag comes, some weapons also don't work propperly. To fix this you need to remove all weapons and props. It don't matter about removing the props, because there are not any when the water gets high enogh for the bug to start. I didn't update the screenshots because it's not worth it. Screenshots: [URL=http://img87.imageshack.us/my.php?image=gmfloodinvasionv60004dl3.jpg][IMG]http://img87.imageshack.us/img87/9324/gmfloodinvasionv60004dl3.th.jpg[/IMG][/URL] [URL=http://img87.imageshack.us/my.php?image=gmfloodinvasionv60005ru4.jpg][IMG]http://img87.imageshack.us/img87/1640/gmfloodinvasionv60005ru4.th.jpg[/IMG][/URL] [URL=http://img87.imageshack.us/my.php?image=gmfloodinvasionv60006jc0.jpg][IMG]http://img87.imageshack.us/img87/9144/gmfloodinvasionv60006jc0.th.jpg[/IMG][/URL] [URL=http://img87.imageshack.us/my.php?image=gmfloodinvasionv60007xj4.jpg][IMG]http://img87.imageshack.us/img87/5347/gmfloodinvasionv60007xj4.th.jpg[/IMG][/URL] [URL=http://img87.imageshack.us/my.php?image=gmfloodinvasionv60008vs3.jpg][IMG]http://img87.imageshack.us/img87/952/gmfloodinvasionv60008vs3.th.jpg[/IMG][/URL] [URL=http://img87.imageshack.us/my.php?image=gmfloodinvasionv60009oo4.jpg][IMG]http://img87.imageshack.us/img87/2429/gmfloodinvasionv60009oo4.th.jpg[/IMG][/URL] [URL=http://img87.imageshack.us/my.php?image=gmfloodinvasionv60010uc3.jpg][IMG]http://img87.imageshack.us/img87/4504/gmfloodinvasionv60010uc3.th.jpg[/IMG][/URL] Version 6 download Rapidshare link: [url]http://rapidshare.de/files/29722833/gm_floodinvasion_v6.zip.html[/url] Ihud link:[url]http://www.ihud.com/file.php?file=files/170806/1155774112/gm_floodinvasion_v6.zip[/url] Version 7 download Rapidshare link: [url]http://rapidshare.de/files/31963277/gm_floodinvasion_v7.zip.html[/url] Filefront link: [url]http://files.filefront.com/gm_floodinvasion_v7zip/;5470020;;/fileinfo.html[/url] Enjoy this as much as I did making and extending it. :) This will most likely be the last version, I am planning on making a new flood map from scratch. Also can a moderator please update the name of this map to v7 on the coop release page please? I don't know how to.
Woot woot! Good job, will try it out later.
I like it. :moore:
Nice. I like it too.
Nice, I'm gonna go try this out. I never could figure out how to start the onslaught on V5 :o. Heh. I'll rate once I've tried it.
Press the button on the roof.
Ooh, yay! This one looks much better!
Fuck yeah!
This map rocks. Nice God.
It's really really good. Is it me, or does the leech water end after so far? And what happened to the citizens in the spawn room? They seemed so nice, but then the water rose and they just vanished. :(
[QUOTE=Splurgy]It's really really good. Is it me, or does the leech water end after so far? And what happened to the citizens in the spawn room? They seemed so nice, but then the water rose and they just vanished. :([/QUOTE] The leech water only goes when there are too many weapons around the map, Delete them and remove all props and it fixes it. The citizens get eaten by the leeches.
Awesome map. I played this with you yesterday but sadly I missed most of it. I hope someone makes a server today hosting this.
woot:laffo::dance::lol:
An Update? Finnaly?! WOW! I love the V4. I just noticed V6. Never found V 5. Well, nice, downloading. You should work on that bug too.
Woot, v6 is out, and all the bugs are finally fixed (except for the items problem at the end, of course). I had to stick with v4, since v5 was a little worse in my opnion (no skybox and all that), but now I can play this. I will try this out tomorrow, but I think it deserves a five anyway.
[QUOTE=GOD_UK]The leech water only goes when there are too many weapons around the map, Delete them and remove all props and it fixes it. The citizens get eaten by the leeches.[/QUOTE] Aww, they seemed nice. :( They didn't seem to like leaving the room - was there an NPC clip in the door?
It's to stop the zombies flooding (if u'll excuse the analogy) the spawn room.
Can you stop the water? I played it online once, and the water was at the highest, so there was nowhere to go.
[QUOTE=LedZeppelin]Can you stop the water? I played it online once, and the water was at the highest, so there was nowhere to go.[/QUOTE] That's about when you need to restart. A reset button would be kind of cool though, especially since no other onslaught map has one.
I don't think you can stop func_water_analogue once it's started. Maybe set speed to 0, but other than that I have no ideas. [b]Edit:[/b] Actually, a DM map would be good if it featured this.
[QUOTE=Splurgy]I don't think you can stop func_water_analogue once it's started. Maybe set speed to 0, but other than that I have no ideas. [b]Edit:[/b] Actually, a DM map would be good if it featured this.[/QUOTE] Ooh, now there's an idea. Okay, I tried it out. I noticed one bug, well two, if you count the items error, but I did find a way to fix that. Anyway, at the end, the water in the skybox is either above or below the water in the map, so it looks like this: [URL=http://imageshack.us][IMG]http://img118.imageshack.us/img118/9757/gmfloodinvasionv60000wj8.jpg[/IMG][/URL] I didn't notice it until the fighting stopped, though, so it doesn't matter much. Thanks to gmod plus, I was able to finally enjoy the map to its fullest extent. 10/5
[QUOTE=Splurgy]Aww, they seemed nice. :( They didn't seem to like leaving the room - was there an NPC clip in the door?[/QUOTE] No, I don't think there are info_nodes there. And I am sorry about that water hight thing in the skybox, I can't fix it. The skybox is 1/16 the size of the map, so I divided the water block by 16 for the skybox. The speed of the water moving in the actual map area is, 1 inch per second. So I did 1 divided by 16 for the skybox = 0.0625 . And it's no good anyone know why? [b]Edit:[/b] And shs when you found a way to fix it with gmod plus and enjoy it more, did you remove all weapons and props like I said at the top? Or is there another way to fix it in game? [b]Edit:[/b] There is a button to make the water go down, but it's locked under water in the fast_zombie room. it can only can be used when the map is finnished, and You can't start the spawners again though. Just restart the map.
All I did was remove the props. The lag was obviously caused by the props trying to float but just colliding with the cieling. I suppose you could also just go in and remove everything with the remover tool, but removing with gmod plus is easier. One thing I didn't like about his map. It's just so hard. Although most of your maps are next to impossible (cliffclimb, I had to noclip :P), this, I think, [b]is[/b] impossible (without dying). Also, in that secret hallway by the topmost building, I spotted a two healthchargers and suit chargers, and rushed toward them happily after killing the combine there, only to find that the combine were on spawners. What's the point of putting chargers there if the spawned combine take away all your health anyway? I depleted all the chargers but I was still at one health. This map [i]far[/i] outweighs its flaws, however. I stopped playing onslaughtv2 a long time ago, but the floodinvasion maps keep me coming back. It's very thrilling to frantically fight your way through mobs of guys while trying to get above the water. Strangely though, npcs don't sem to be affected by it. You ought to make it so npcs that go in the water are killed. Also, I think that the water should rise all the way above all of the buildings. Ideas for a future map: How about a map like your cliffclimb map only there's rising pirahna filed water? You fall, you die :) (and you can't respawn or you'll get eaten again). There could be props to help you, too, so it's not as hard. Maybe an on_titanic map (not the real titanic of course). The ship is sinking, and combine decide to drop in and kill the unarmed citizen passengers (they could be all over the ship, and combine would slaughter them all. The ship would slowly move up until it's vertical, and then begin to descend. The water wouldn't be pirahna filled, but it would damage you if you go in (because it's so cold). Npcs that fall in, die. The ship would have all kinds of doodads on the deck for you to walk on when it's vertical (and for the Combine to walk on). A few helicopters (preferrably prefabs) would hover above the ship the whole time, and combine would drop on ropes from them (no more combine dropping from ropes that come from nowhere). also, the ship could be headcrab-canistered, or headcrabs could simply be dropped from the choppers as well, giving you an excuse to stick some zombies on the ship. You could also stick some scripted headcrabbing sequences for those, too.
Ok looks good you got my download!
shs I thought of doing a titanic map, but it would take ages so I decided not to. And them health and hev chargers in that room you said about. You can use them before the combine arrive, they spawn in there when the water reaches quite high up. I snipe up there so I find the health and ammo use full.
Nice map, this would be awesome playing with friends :)
[QUOTE=GOD_UK]shs I thought of doing a titanic map, but it would take ages so I decided not to. And them health and hev chargers in that room you said about. You can use them before the combine arrive, they spawn in there when the water reaches quite high up. I snipe up there so I find the health and ammo use full.[/QUOTE] Oh, I see. As for the titanicmap, it might not be that hard. The water could rise, like in this, giving the appearance of sinking, and the ship could just rotate upwards slowly. Though the helicopters and scripted stuff would take a while.
I'm going to work on gm_floodinvasion_v7 now, things to include please?
[QUOTE=GOD_UK]I'm going to work on gm_floodinvasion_v7 now, things to include please?[/QUOTE] Ooh, another one? Well, here are my suggestions. The 3D skybox hasn't changed much from the original. It's basically just buildings on plain concrete, which doesn't look very good. You should add some streets between the buildings in the 3D skybox. Also, you should put more streets on the ground in the map; half the buildings were on plain concrete too. The overall size, in my opinion, ought to be bigger. You should add more buildings, more floors to existing buildings, and a reasonably detailed ground level. More ladders or ways to the rooftops should be added. Basically, whenever I fell in the water, there was no way back up, so I died. I think you should also tone down the npc spawners a little bit. It felt kind of dragged out at the end, and npcs spawn almost everywhere, making it impossible to find any cover. Perhaps something cool should happen at the end too, like a helicopter comes to drag you to safety or something. You should make it so the npcs that come down on ropes (the combine, civil protection) come from somewhere, and don't just drop out of the sky. A dropship could hover over these points, or maybe something you can shoot down and stop the spawners. You may have noticed in my screenshot; the skybox water is a little messed up. Not very noticeable, though. The 'pirahnna filled water' doesn't affect npcs. By the end of the map, there are several combine and fast zombies underwater that I have to dive in and kill. It's also annoying that the water seems to damage citizens and allies, but not enemies. My dead body isn't affected by the water; it just falls through the water as if there was no water.
Thanks shs I will do most of the things you mentioned. And I am trying to fix the water.
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