Jump to content
Mr. Green Gaming

De_operation_submarine


Recommended Posts

  • Replies 54
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

New update!

added:

decals;

corridor sounds;

not moving doors;

signs that can mean smth :awesome:;

some more props;

moar light effects;

reskined submarine;

a pannel that controls weapon;

"Ywa" :3;

changed toxic damage skin;

more toxic trails coming out from pipe. (red color)

P.s.: some pictures dont show all things fully.

P.S2: There are shown 2 same pictures with changes.

post-126-127289503849_thumb.jpg

post-126-127289505377_thumb.jpg

post-126-127289506382_thumb.jpg

post-126-127289508634_thumb.jpg

post-126-127289510099_thumb.jpg

post-126-127289512104_thumb.jpg

post-126-127289514051_thumb.jpg

post-126-127289515521_thumb.jpg

post-126-127289516526_thumb.jpg

post-126-12728951832_thumb.jpg

post-126-127289519991_thumb.jpg

post-126-127289521317_thumb.jpg

post-126-12728952287_thumb.jpg

post-126-12728952441_thumb.jpg

post-126-12728952598_thumb.jpg

Edited by Mr.Darkness
Link to comment
  • 2 weeks later...

Update: (I will fix/add some more things there soon)

*Added a lab door (actually its a func_movelinear that opens, when you get triggered (2 triggers: open,close; they have some space between themselves))

*Added more light + made some parts more bright.

*Added more decals and effects.

*Added more static props.

*Fixed cannon laser in the lab.

*Spawn trigger_hurt gets more zones now (till water).

post-126-127368347261_thumb.jpg

post-126-127368349649_thumb.jpg

post-126-127368352555_thumb.jpg

post-126-127368353651_thumb.jpg

post-126-127368354698_thumb.jpg

post-126-127368355684_thumb.jpg

post-126-127368359713_thumb.jpg

post-126-127368361635_thumb.jpg

post-126-127368388102_thumb.jpg

post-126-127368389124_thumb.jpg

post-126-127368390844_thumb.jpg

post-126-127368392167_thumb.jpg

post-126-127368394005_thumb.jpg

post-126-127368396137_thumb.jpg

post-126-127368397221_thumb.jpg

post-126-127368398693_thumb.jpg

post-126-127368401436_thumb.jpg

Edited by Mr.Darkness
Link to comment

Updated:

*Fixed the light in B7 (lab -> desktop);

*Changed properties of labdoor trigger (now props wont affect on it);

*Added barrel piramides (Hav fun!);

*Added a rope for magnet on spawn;

========================================

Small updates:

*Changed color of laser beam in lab;

========================================

Updates that I forgot to do: :V

*Do some stuph with the pipe in zombies spawn till humans spawn corridor.

post-126-127376438252_thumb.jpg

post-126-127376439424_thumb.jpg

post-126-127376441511_thumb.jpg

post-126-1273764449_thumb.jpg

post-126-127376446451_thumb.jpg

post-126-127376448424_thumb.jpg

post-126-127376450598_thumb.jpg

Link to comment

Yeah, I see.

Well, talked about it with you :P

I put that thing in middle because... well.

18:04 - Mr. Darkness: Wolfenstein had a big problem iwth stairs, I know

18:04 - {I.E-O} Nøtte: yes

18:04 - Mr. Darkness: And I also know why.

18:04 - {I.E-O} Nøtte: Need taler roof

18:04 - Mr. Darkness: Its very hard to orientate theroof to stairs

18:05 - Mr. Darkness: I tryed many ways with it but the best way was to make a ladder

<some small discuss>

18:08 - Mr. Darkness: about teh buttons

18:09 - Mr. Darkness: Yeah, i know. I was trying to make some sort of alarm when there are zombies so you could press it.

18:09 - {I.E-O} Nøtte: aha

18:09 - {I.E-O} Nøtte: cool

18:09 - Mr. Darkness: I didnt delete it because i wanted to work on it for next version of the same map.

18:09 - {I.E-O} Nøtte: yes

18:10 - Mr. Darkness: I dont know how to work with the logic_timers, so I have no idea how to make it work itself in 2 min

<some discuss again>

18:11 - Mr. Darkness: also.

18:12 - Mr. Darkness: Those big pipes that you shown first, would look like invisible in the middle, so I put the block ti hide it.

18:12 - {I.E-O} Nøtte: Ok:D

18:13 - Mr. Darkness: the lights that you call which look unprofessional were just like with the lamp model. I mean you can see the continue for that light, right?

18:13 - Mr. Darkness: So i wanted to make it some sort of that.

18:13 - {I.E-O} Nøtte: You see the ligth as bocks

18:14 - Mr. Darkness: ofcource I can make an angle a bit heigher, but that wont chnge the case much

18:14 - Mr. Darkness: what do you mewan with look like blocks?

18:15 - {I.E-O} Nøtte: if you look at it, its look like you placed "ligth blocks" to ligth it up

18:15 - Mr. Darkness: no lol

18:15 - Mr. Darkness: its the pixel light

18:16 - Mr. Darkness: its Valve's problem

18:16 - {I.E-O} Nøtte: ok

18:16 - Mr. Darkness: I was thinking about how to remake those big pipes to normal state

18:16 - Mr. Darkness: no idea

18:16 - Mr. Darkness: ah also

18:17 - Mr. Darkness: I agree with 2 suggestions about the shine light and the ladder

18:17 - Mr. Darkness: I was tryng to fix teh ladder but didnt work

18:17 - Mr. Darkness: ill search for more ways then

18:17 - Mr. Darkness: but the ligh... agree, my big fault :3

I made this quote because I dont want to answer on same questions again.

But I will see what can I do.

So. The things that I wont change (or change a BIT) will be:

Those ugly pipes;

The "unproffetional" light;

Trigger_hurt in spawn;

I wont change the roof 100%, because it will be very hard, because I will need to change room's roof too.

The things that I will change:

Corridor roof;

Light;

Ladder (ill search how to fix it).

Edited by Mr.Darkness
Link to comment

I know :D

Thats why I made it that annoying to go turning it off ^^

So campers will be annoyed by that hatch and they will get out to control room. All was planned man :D

Also. It will show a A7 (corridor [humans spawn - rocket station]) and B7 (lab) also.

Edited by Mr.Darkness
Link to comment
  • 3 weeks later...

Thanks to some people that helped me with compile error, I have completed some fixes of my map (well, there are only least ones).

Now this is De_operation_submarine_v2.

Fixed:

- Weird red light

- the door that was between zombies spawn & humans spawn is fixed. It has a visible top.

Addons:

*Changed alarm light;

*Added 1 more passage - some living rooms, bath, restroom, a "opened" corridor, etc.;

*Replaced those borealis doors to lab doors so first door is the new passage, and the second door is unpassable door;

*Added some more lights and effects;

*Now when you start playing the map, it will contain a REAL error (red lights will be mixed with global lights), so you can "figure out" what happened a bit better;

*Changed top, so its not nesessary to duck in ladder that goes from zombies spawnpoint;

*Lights that come out from the submarine;

*Added more static props.

Some things to fix:

1) Remove lightglows on some places I. e. somewhere it makes lights being invisible.

2) Make some props not being black.

post-126-127549034907_thumb.jpg

post-126-127549035769_thumb.jpg

post-126-127549036851_thumb.jpg

post-126-127549038404_thumb.jpg

post-126-12754903962_thumb.jpg

post-126-127549040724_thumb.jpg

post-126-127549052787_thumb.jpg

post-126-127549053737_thumb.jpg

post-126-127549054752_thumb.jpg

post-126-127549056037_thumb.jpg

post-126-127549057197_thumb.jpg

post-126-127549058616_thumb.jpg

post-126-127549060368_thumb.jpg

post-126-127549061477_thumb.jpg

Edited by Mr.Darkness
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...