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for which weapon?
yeah this was only a proof of concept/beta, as it says in the news update that moddb has yet to approve <_<, will still be improving it as time goes one.
map looks crazy though, wonder how powerful of a computer it took to compile that bastard.
rusted metal,almost looks like one of the HL2 metal door textures.
the railing texture is from source as well.
but yeah, when I saw the larest screens for a second I thought they were real pics taken out side, jesus.
whoever their mapper is, he/she is godly.
Subaru and Crim lol
.Hack sign was an awesome anime, you just had to get used to teh slowness of the beginning.
Ok, I got the VRad crash sorted out. It was from a memory leak with VRad due to the vmf file being corrupted (took out all my light entities and VRad still reported them). Copy pasted map to a new vmf and cut 340 vert. units from the walls across the map for good measure.
Was able to get a solid compile earlier. I had to readjust the height of the second floor and supports (still working on that now). Looks like Wednesday's update is going to be back in HDR :D
This weeks progress report may be late. After finishing the main structural stuff (hallways, areas (like the atrium and food court), and adding in some more skylights and second level walkway) the map no longer wants to compile and is giving me trouble, saying that there are too many T-Junctions.
Check over on the steam forums post (in level design under SDK category) for full details if you think you can help out.
yeah, this is in no way going to be the final version of that area. I have to make the map directly after Floor 1 before I can redo this part though >.<
hmm, well it will very loosely tie into the rpg genre with HUV and Weapon upgrades. To be honest I never realized I put this under the rpg section lol. I'll have to fix that sometime.
alright. let me see if I can help you wrap your mind around the situation here.
Although, while I don't think I should have to spell everything out, because I expect people who are interested to have at least some imagination to fill in holes where I have not added anything in yet, I probably should have out lined exactly how the Combine were ousted, but that's what revisions are for.
Anyway, After the citadel goes up in flames and the Resistance gets ballsier, the Hierarchy orders a temporary retreat of all Combine forces, this includes the Overwatch.
When they re-invaded, those Overwatch that made it out were still with them (around 65% made it off-world).
That's why they still have those uniforms. And also remember that when this mod takes place is two years after they reinvade, during which they had been conducting mass abductions. They could easily have brainwashed some percentage and turned them over to the Overwatch division.
I will be reworking this fairly soon, with in the next few weeks with a new idea I had today.
It should be better then this one is, but we shall see.
did some more work on the formatting. Headers have been bolded and increased in size. certain places have been color coded. fixed a few areas that lost their formatting with switching from word to notepad.
Added in additional notes via superscript number system.
Im going to quote the infamous BM:S team and say it will be done when it's done :P
At this point thats looking to be somewhere between 2011 and 2015 DD:
But I may decide to release each chapter on its own if the mod as a whole will take too much longer then that. It all depends on several factors.
more then slightly for the City 23 Map. The graveyard is going to stay the same most likely, the mausoleum will change a bit to add in more crypts, and the Catacombs area has been changed a bit as well, see current screen shots for reference (they are towards the end).
I have fixed the issue. I think ModDB's posting system does not like MSWord's formatting or something.
the thing with the lights was they were just there to illuminate the area until I place the skylight in that part.
but thanks for the tips.
On second thought I do have an issue.
I get this error when I try to load MBII: ERROR: filename length > MAX_QPATH ( strlen(models/map_objects/dantooine_enclave/kotor_Dantooine_Enclave_Hallway_Light_1.ase) = 80)
I cant install this mod. It craps out while decrypting the jacfg file. Using vista ultimate, tried running the installer as admin, no effect.
lol crap, wrong mod -_-.
Lol you're right, never thought about that, hmm, guess I will flip it next time I have he map open.
time to flex my nerd-ism lol.
lets see, Zerg, Protoss, Confederacy, Brothers of Korhal.
if you wanna get really technical they could also be one for the UED in the place of the Confederacy.
this is gona come off sounding SC nerdy any way I say it Lol, but the actual line spoken in SC was "Battle Cruiser Operational".
but yeah, that looks awesome. love the detail on it.
cylinders + skew
no not at all, i take everything as constructive criticism, even compliments.
Basically what I am attempting to do with this particular chapter is bring my mod and the l4d level design mentality together and make an over-mapped urban city environment.
Also keep in mind just because something wasn't a part of a game series doesn't mean a mod can not add it.
like the Care Bear mod, your comments would apply to that mod as well. Care Bears have nothing to do with TF2, but they put them in anyway.
Really when it comes down to it, sure there will be people that either do not like or hate my mod. And they are free to do so because I really won't/don't care about them too much except to improve my maps using their critique. but there will be people that like it and love it, and it is really for that last group that I am continuing to make this mod, even though I know there probably is going to be a lot of criticism on my semi-crappy mapping skillz.
but thanks for the insight.
lol, yeah thats what I realized half way through that post. Ill be releasing what I have of the back story and "interviews" next week with the WPR. Which should shed some light on exactly what is going on during the mod without directly giving anything too substantial away.
yeah, a particular mod, Coast Line to Atmosphere, has a section where there are at least 50 manhacks release over the course of the map. Way excessive if you ask me.
jesus, talk about hard choices. I had to go with Star Trek in the end though. Even though all three are move/tv series that I own pretty much all of the complete series box sets for (except SGA and the original Star Trek).