• The 1 week MOD challenge
    3,506 replies, posted
um....the menu is broken and when I load a map everything is purple. Wait I think I just only downloaded the patch. Where the fuck is the real download?
lol.. it's on moddb. [editline]21st February 2011[/editline] Current changelog RC 1.05b 22/02/2011 Gameplay: • Sword range increased by 30% • Sword “width” tripled • Hoplite damage doubled Bugfixes: • Flame grenades now ignite enemies. • Melta-Sword doesn’t ignite teammates I'm also adding a Round reset, flag location when it's not in base, and cap limit
Thank you for the cryptic profile message layla :confused: [editline]21st February 2011[/editline] There's no collisionmodel to whoever did the generator
@jlea: regarding the sniper rifle: it ought to be a more powerful version of the blaster with a half-zoom alt-fire. it should have much lower fire rate. it should consume both ammo and energy to use, and deal very high damage if you have a full bar of energy.
It already does, but it's just retardedly difficult to hit people. I might change it to a "particle" accelerator. Basically you charge it up holding down M1, where it consumes your energy. When you're ready to fire you let go and it fires a thick beam (32x32) which will kill anything on hit. [editline]21st February 2011[/editline] ok rounds work now, can someoen do a panel for up the top 2 flags, numbers that go next to it (how many caps), a thing where it says the score limit + somewhere for a flag drop timer?
Finally finished this dreadful map after two days of guessing and checking. The map is just a very long tunnel with three tracks, and you can already guess what shit is coming. A main cargo tram runs along the middle, while a set of Blue and Red trains take the sides. Here are some pictures: [media] Establishing shot [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0038.jpg[/IMG] Red Interior [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0002.jpg[/IMG] Red Flag [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0001.jpg[/IMG] Blue Interior [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0003.jpg[/IMG] Blue Flag [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0006.jpg[/IMG] Blue Cabin Connector [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0037.jpg[/IMG] Red Train Exit [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0036.jpg[/IMG] Blue Train Exit [IMG]http://i750.photobucket.com/albums/xx146/sgtramen/train_test0035.jpg[/IMG] [/media] And a shitty animated png of the scrolling effect of the tunnel (it is all stationary, although there is a lot of pull if you lift off the trains, and blaster bullets etc actually curve with the faux motion): [IMG_thumb]http://i750.photobucket.com/albums/xx146/sgtramen/shit.png[/IMG_thumb] ---- So basically, I wanted to have a map that used the revolutionary concept of contrast to equalize the two sides, rather than just making half a map and then flipping it around 180 degrees and recoloring. To play up the imaginary backstory that I love so much, I wanted to give the red team a more ragtag, survivalist feeling while the blue would be cold, technological. Humans vs aliens, brains vs brawn, etc, it is a very classic match up, and I went all out in making them as different as possible. Even from the outside, the red train has a trail of smoke coming off the roof to give it that "barely running" feel. I am adding this map (1w_ouroboros) to the SVN, but I will understand if it needs to be taken down for some reason. Please play and critique any flaws in the design. The difficulty of making a contrasting map is that you can't know it is balanced right away. Known bugs: - The player ragdolls do not move with the track There is no way to fix this and is almost hands down the worst part of the map If anyone knows of a way to fix this, let me know!
Wow, looks really cook.
[QUOTE=JLea;28185594]Wow, looks really [b]cook.[/b][/QUOTE] :chef:
We'll playtest it tommorow
[b]*Generator [i]should[/i] have a collision model now.[/b]
Anyone on the server as of now?
[QUOTE=SFC3;28186137]Anyone on the server as of now?[/QUOTE] I will be soon. [editline]21st February 2011[/editline] When I stop having problems :(
Why doesn't 1w_canyon have a buy trigger or what ever? I cant buy anything in that map no menu pops up.
[QUOTE=.FLAP.JACK.DAN.;28187268]Why doesn't 1w_canyon have a buy trigger or what ever? I cant buy anything in that map no menu pops up.[/QUOTE] I thought that was just me until now.
So where can I download the installer+patches I want to give this a go
how do i use the svn?
Just as a suggestion, I think the teleport ability should be able to teleport while aiming at a roof and then you fall down from that roof, perhaps even walls too. Levels such as 1w_Mist it's really hard to get back up from the bottom of the stage without a jetpack.
[QUOTE=GoldenBullet;28187510]So where can I download the installer+patches I want to give this a go[/QUOTE] [url]http://www.moddb.com/mods/1week/downloads[/url]
Somebody, come to the server. I am pretty bored alone. And I would another map too, Mist is getting boring.
Get some multi-passenger driveable vehciles in this mod ala tribes2, I'll make a map. Edit: Needs more deployables too!
Does anyone know why the announcer says "Our generators have been repaired" on the other team and it says "the enemy generators are back up" when we repair my team's generators? I checked the script file for the announcer, but it's fine. Any fix for this?
@ramen: i have not tried it myself, but i think you can use env_physexplosion to push the dead bodies down the track. set it up so that it continuously explodes into one direction and deals zero damage, and deasn't affect players. if that is not working, perhaps a regular env_explosion would do the trick, just make sure the explosion is invisible. if that does not work, then what about simply zapping the bodies out of existence with a trigger_physics_trap. anything that hits this trigger brush (that you specify with flags and/or filters) will fizzle away. You can use entities (point_tesla) to place emphasis on this. (just think of the floating water tanks in Half-Life 2 where you could punt bodies inside and they float slowly into the center and zap away.) In addition, you may want to hide/cover the tracks with some clever func_smokevolume usage to disguise this problem you are facing. it really sounds like something that could be solved by tweaking the programming of an entity like trigger_push, but that may be outside the realm of reality.
We really need to decide on an art direction, right now it's just a mashup of completely different styles that are really clashing.
[QUOTE=Kamern;28190856]We really need to decide on an art direction, right now it's just a mashup of completely different styles that are really clashing.[/QUOTE] agree not dumb. but yeah considering there's no rush to churn stuff out we should really give the mod a bit of structure
I played it and didn't really enjoy it to be honest, It's one hell of an achievement with a weeks work but it didn't feel too enjoyable, one thing is for sure though, with updates this could be great.
Is the server up? Because I can't find it. I've changed to the SVN BTW if that's the reason.
SVN: "Iw_ouroboros.bsp" The first thing that came to mind was RE5. [editline]laaaaaaaaylaaaaa (guitar riff)[/editline] I've seen some sucky trolls, but, uhh, layla takes the cake. [editline]21st February 2011[/editline] If we're going to be like real developers, we should have aobut another month of full updates and patches, then make a zombie co-op DLC. Because that's what all developers are doing nowadays. [editline]21st February 2011[/editline] [QUOTE=Takuat;28191377]Is the server up? Because I can't find it. I've changed to the SVN BTW if that's the reason.[/QUOTE] It's up. I just checked.
all the old quake style guns need to go
[QUOTE=Samuelgames;28178941][img_thumb]http://img602.imageshack.us/img602/6471/dealwithit2.gif[/img_thumb][/QUOTE] WOah, is that the model for the character? Cool. and CoD look is ok, because CoD is pretty. Just don't make this mod as shitty as CoD. [editline]21st February 2011[/editline] [QUOTE=Kamern;28190856]We really need to decide on an art direction, right now it's just a mashup of completely different styles that are really clashing.[/QUOTE] That's the beauty of it. It is facepunch style.
[QUOTE=Sparkwire;28194824]all the old quake style guns need to go[/QUOTE] Exception of rocket? [editline]21st February 2011[/editline] [QUOTE=Errorproxy;28195200]because CoD is pretty[/QUOTE] Not when it barely runs good on medium settings on your PC forcing you to use lowest settings it isn't.
Sorry, you need to Log In to post a reply to this thread.