Skeet 2013
Posted: Wed Jul 10, 2013 8:43 am
Hi Everyone,
SevenofNine did his annual "hey, build me a skeet map" a couple of weeks ago, so I've started making the 2013 map.
4.2 broke the way the reloaders worked in previous versions, I don't really know what changed but now it seems ammo is strictly controlled, you can't carry more than 5 clips for the sr8 where previously this could be set higher.
To get around this I created lot of spare ammo connected to buttons and a func_give, this seems to work.
I also wanted this year to use only 1 bot, I wanted to do this so there's less stress on the server, running 16 bots is quite processor intensive so I made the map so that the bot never dies (unless shot) and is quickly teleported to a new launcher once he'd dropped past the horizon.
However, for the competition, there will probably be 2 bots, just in case one gets lost.
The map is almost finished, just some prettying up to do, here's a few screenshts of the map, like I say it still needs a lot of textures and some details.
SevenofNine did his annual "hey, build me a skeet map" a couple of weeks ago, so I've started making the 2013 map.
4.2 broke the way the reloaders worked in previous versions, I don't really know what changed but now it seems ammo is strictly controlled, you can't carry more than 5 clips for the sr8 where previously this could be set higher.
To get around this I created lot of spare ammo connected to buttons and a func_give, this seems to work.
I also wanted this year to use only 1 bot, I wanted to do this so there's less stress on the server, running 16 bots is quite processor intensive so I made the map so that the bot never dies (unless shot) and is quickly teleported to a new launcher once he'd dropped past the horizon.
However, for the competition, there will probably be 2 bots, just in case one gets lost.
The map is almost finished, just some prettying up to do, here's a few screenshts of the map, like I say it still needs a lot of textures and some details.