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Skeet 2013

Beta versions of your map
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johnnyenglish
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Skeet 2013

Postby johnnyenglish » 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.

skp3.jpg
The reloading room


skp1.jpg

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johnnyenglish
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Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: Skeet 2013

Postby johnnyenglish » Fri Jul 12, 2013 4:21 am

Almost finished lounge area

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DagF
Posts: 276
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Re: Skeet 2013

Postby DagF » Fri Jul 12, 2013 4:36 pm

:D

GJ!
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RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Skeet 2013

Postby RedSnappa » Sat Jul 13, 2013 9:11 pm

The screenshots look good.

I liked using the PSG-1 on the skeet maps, but I couldn't reload before as there were only SR-8's lying around. If you are using func_give and ut_item_extraammo, all should be well.

I would recommend running 4 bots.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Biddle
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Re: Skeet 2013

Postby Biddle » Mon Jul 22, 2013 1:49 am

Yeah yea yea! It's wicked ;D

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banksy
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Location: Australia

Re: Skeet 2013

Postby banksy » Tue Aug 06, 2013 6:30 am

Looking good!
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sun
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Joined: Mon Aug 19, 2013 1:30 pm

Re: Skeet 2013

Postby sun » Mon Aug 19, 2013 1:34 pm

hey, looks cool
I'm curious as to how you got the bots to not make any actions of their own, moving or looking around and not to shoot the player

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johnnyenglish
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Location: Nottingham, England

Re: Skeet 2013

Postby johnnyenglish » Mon Aug 19, 2013 2:16 pm

sun wrote:hey, looks cool
I'm curious as to how you got the bots to not make any actions of their own, moving or looking around and not to shoot the player


Oh thats easy, I put a clip around the players that the bots cannot see through.

sun
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Joined: Mon Aug 19, 2013 1:30 pm

Re: Skeet 2013

Postby sun » Mon Aug 19, 2013 3:28 pm

hmmm okay thanks
that might well work for me,

I have this crazy idea of making an sr8 training server
I want a bot as a target, but if it just runs around thats no good

sun
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Joined: Mon Aug 19, 2013 1:30 pm

Re: Skeet 2013

Postby sun » Tue Aug 20, 2013 12:17 pm

nvm, figured out a way without having to modify the map


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