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#21 Guest_

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Posted 23 October 2009 - 05:25 PM

6) masterx suggested removing ability to plant bmb on bunker's roof(B)

I disagree.It will be to easy for CTs to defuse and force Ts to plant inside.


so i left plantable roof, and added ladders on bunker, it's not hard to defuse inside bunker - one flash solve all problems :D and u can jump into bunker throught all 3 windows...

In other words?

there is three group spawn places for Ts - 1) on steps 2) at hole in a wall 3) at the boxes, so i pushed back(so Ts will have to run bit longer to come to bmbsites) 1) 2 meters 3) 3 meters , it's easiest balacing method...

all planed fixes are done, but when i start editing then i can stop :D , started to round corners, adding custom sounds, scripting some shit ect..

#22 Guest_

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Posted 24 October 2009 - 10:18 AM

Preview of some stuff:

Some rounded corners comparison:
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Some sounds test:



btw i fixed that "crazy smoke nade" bug in bmbsite A..

#23 k1ller

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Posted 24 October 2009 - 01:19 PM

:lol: 8-)
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#24 backis13

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Posted 24 October 2009 - 04:23 PM

Plantable roof and ladder on bunker is very good idea!
Good work Nice! :lol:

#25 Guest_

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Posted 26 November 2009 - 08:42 PM

hi , here u go, de_scud_pro_beta2:

http://www.mediafire...yw/map_beta2.7z

Changes i remember:

Environment:
updated gfx in whole map( *.vmf size increased by 52%, over first beta)
steps in A & B
dynamic radar dish(B)
interactive missiles(A)
interactive tank (Ts spawn)
interactive car (B)
interactive radio in "physic's windows room"
"secret" credits room (with anti abuse system :D )
more sounds
more props
updated to better shadows (at the moment only in T's spawn)

Gameplay:
balance - pushed back ~3m Ts spawn(on garage side)
balance - pushed back ~2m Ts spawn(on stairs)
lower corridor to B is better lit(+20%)
+1 light at exploding barrel
open/closeable garage at Ts spawn
ladder to climb on bunker's roof(B)
ladder to climb on T balcony's roof (A)
easier to jump into bunker(B) through all windows
cover box in corridor to T's balcony
cover box for CT on second floor(A)

Bugs fixed:
flowerpot sometimes doesnt break at B(should be fixed, + debris will not disappear now)
indefusible bomb exploit at B
"crazy smoke nade" bug at A

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#26 Ghost

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Posted 26 November 2009 - 10:47 PM

Could you sum up the changes. We don't want to run updates for just rounded corners.

#27 Guest_

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Posted 27 November 2009 - 02:24 PM

so ... when the final version will be completed ?

after 2 years? what's next? de_scud_pro_beta_dragon_ball_Z ,or de_scud_pro_beta_2x2_baboon? :geek:

#28 Guest_

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Posted 27 November 2009 - 05:32 PM

I took down download link yesterday, for fixing few texturing glitches.
Updated link:
http://www.mediafire...yw/map_beta2.7z
left same filename bc noone were able to download that first link anyway.

so ... when the final version will be completed ?

after 2 years? what's next? de_scud_pro_beta_dragon_ball_Z ,or de_scud_pro_beta_2x2_baboon? :geek:


Did u paid for it or something!? am'i obligated to make report for u? send your complains to customers support office!

#29 Guest_

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Posted 28 November 2009 - 06:43 PM

ok there is two bugs:

1) half of tank is not textured, so looks like source engine can't read non DOS filenames from bsp, when dos compatible filenames where used in model, when its perfectly can be read in extracted form from cstrike folder, that's why i saw it textured properly... blame valve for it :D , will try to hex hack model or decompile it, should be easy to fix.

2) broken sound bug when radio says "bomb is planted", it should be "bomb is planted + play sirens after", that is strange one... it works ok like intended when i start server on my pc. When watching setti demo sound is broken too, but if i start map then disconect and start demo then sound plays normaly/default without sirens, fucked up source engine again... realy dunno wtf is going on with this, source is full with undocumented bugs and "features" :D, some bugs can be eployed for better looking map, like "shadows bleeding", u can see it where wall meets pillar (lil bit darker place), it gives contrast/better look there so i left it intentionaly, but it can be pain in da ass if u want to make solid lighting with surroundings, prolly noone makes games on souce engine bc of fucked lighting...

+ noticed few interesting glitches, non relevant for gameplay... :
1) rotating board rotates differenly in setti than in server on my PC, can be tick dependant thing!?
2) when watching demo - player turns radio on - i hear sound if i spec player who is in sound radius - if i spec player who is out of sound radius and he run and enters sound radius - no sound is played, maybe demoonly bug... i'm curious how it is in reality on server...

btw will remove that cover box from T's corridor, if masterx doesnt like it :D , at least its T's corridor so coverbox should be for Ts advantage not for CT :)

btw nab masterx there is two buttons on a switch in garage if u didnt noticed :D

enjoy cool tank video :) :



I'm just asking.....


sounded more like complains with question marks...

#30 masterx_

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Posted 28 November 2009 - 07:32 PM

btw nab masterx there is two buttons on a switch in garage if u didnt noticed :D

Damn! http://css.setti.inf...tyle_emoticons/default/icon_redface.gif
I need instructions for this new version..

#31 Guest_

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Posted 28 November 2009 - 07:51 PM


btw nab masterx there is two buttons on a switch in garage if u didnt noticed :D

Damn! http://css.setti.inf...tyle_emoticons/default/icon_redface.gif
I need instructions for this new version..


try to start car at B site,
press use on tank's roof,
shoot at tank's "fuel canisters",
press use on radio in ct windows room,
after code for missiles press keyboard below,
shoot missiles when they fly,
jump on missile and fly to outer space :D
jump on radar = instant headache :D
boost/bhop jump through window - will up video for that :D
someone enters secret room - pistol disapears, on exit - awp disapears.

btw did u know that in de_cpl_fire there is a quest where u meet gman!?

#32 Guest_

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Posted 29 November 2009 - 09:53 AM

so here beta3:
http://www.mediafire.com/?tbyatijneyk

tank fixed
plant sound fixed
doors open/close by use (no touch anymore)
Ts corridor box removed

#33 k1ller

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Posted 29 November 2009 - 11:16 AM

Beta3 updated in maplist.
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#34 b00bs

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Posted 06 June 2010 - 03:50 PM

they think that scud is better than dust2 :) :
http://css-nkp.net/n..._scud_pro_beta3

#35 b00bs

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Posted 12 August 2011 - 02:42 PM

Work in progress on final version.
Any suggestions are welcome. :)

#36 b00bs

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Posted 02 December 2011 - 05:57 PM

Here we go de_scud_pro_beta4, this is final release candidate, I just need to test it. Report here any issues.

More mapping/source engine bugs fixed,
more details & interactive objects added,
enhanced shadows in map,
map file size reduced almost twice,
bots navigation is perfect now,
some tactical enhancements at B site,
compatible with CS:S v34,
more CT will have good spawns(but not beter than best spawn in beta3), as beta3 balance is shifted to T side by 1,51%.

There you can compare screens of bombsite A -> http://screenshotcom...omparison/97299.

#37 M4Andreas (GR NOOB)

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Posted 02 December 2011 - 08:57 PM

Here we go de_scud_pro_beta4, this is final release candidate, I just need to test it. Report here any issues.

More mapping/source engine bugs fixed,
more details & interactive objects added,
enhanced shadows in map,
map file size reduced almost twice,
bots navigation is perfect now,
some tactical enhancements at B site,
compatible with CS:S v34,
more CT will have good spawns(but not beter than best spawn in beta3), as beta3 balance is shifted to T side by 1,51%.

There you can compare screens of bombsite A -> http://screenshotcom...omparison/97299.


Nice job boobs :thumbsup: . I will run the map later.
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<span style="font-family: comic sans ms" ,="" cursive'="">"Never argue with stupid people, they will drag you down to their level and then beat you with experience."

#38 SyrinXeno

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Posted 03 December 2011 - 12:57 AM

So the map is still in progress? Or is it done now? I think I know one or two lost bomb spots, a sound bug and minor gameplay adjustments that could be fixed ... but I should probably check out the new beta first ...
Were there any other changes?

Btw, didn't know it was your map, good job :thumbsup:

#39 b00bs

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Posted 03 December 2011 - 11:29 AM

So the map is still in progress? Or is it done now? I think I know one or two lost bomb spots, a sound bug and minor gameplay adjustments that could be fixed ... but I should probably check out the new beta first ...
Were there any other changes?

Btw, didn't know it was your map, good job :thumbsup:

As you see it is named "beta" so changes still can be made. I knew lostbomb spot at TV and few in that "computer room" where Ts start at stairs, those places are fixed.
About "sound bug" or "gameplay adjustments" you must write something otherwise I can't say anything about that.

#40 SyrinXeno

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Posted 03 December 2011 - 11:41 AM

I meant whether beta4 is done now or if you might still adjust something, because releasing a beta5 the day after beta4's release would be ... Else I would check out beta4 and generally the map from an editing point of view before suggesting anything.




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