bank raid alpha 1

Where we come together to shoot 5punk.

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Dr. kitteny berk
Morbo
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Post by Dr. kitteny berk »

fucking bastards.


will have a prototype done soon :D
viper_2090
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Post by viper_2090 »

Dr. Kitteny Berk wrote:fucking bastards.
that's the spirit


map bitch!
Dr. kitteny berk
Morbo
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Post by Dr. kitteny berk »

www.hairy-arse.com/raid2.rar


only thing any good for navigating the sewer is a flashlight (not enough light for nightvision to work)


this is to make it the difficult root :D
viper_2090
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hmmm

Post by viper_2090 »

strangely my flashlight no longer works (correct key binding, correct guns)

so i shall not be taking that route

edit: SIR! that glass is not bullet proof, it doesn't break but i can still get hurt being behind it!

has the sewer addition buggered up just my CT bots??
Dr. kitteny berk
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Post by Dr. kitteny berk »

odd, flashlight option on your server?


the glass is not bullet proof, the stuff for the teller will be, once i can be arsed.

and yes, your bots probably are buggered, delete bankraid1.nav from your maps folder, then start a new server with bots in, it'll compile a new nav and the bots will work.
viper_2090
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ooo

Post by viper_2090 »

flashlite thingy worked cheers!

bots still screwed though! which is weird as it went through all that crazy route finding and space analysing.

tunnel is very cool, although i'm not 100 % sure about the fact it opens right into the main vault bit... might just be me though

but once again, good work!
Dr. kitteny berk
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Post by Dr. kitteny berk »

hmm, that way of doing the bots does mostly seem to be a dirty hack (for levels without nav files i assume) once all the major map work is done, i'll do the job properly (will stop hossies and bots fucking up, hopefully)


as far as the sewer goes, i can't really think of any other ways to do it (apart from another manhole near the bank) which would look silly.
viper_2090
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,,

Post by viper_2090 »

probably just me with the sewer thing then!

i think tomorrow when we play it might be worth suggesting putting this up on a server (i think soloman said he has one) so we get get a few more people involved as there's only a couple of us testing it and giving feedback at the moment
Dr. kitteny berk
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Post by Dr. kitteny berk »

hehe, not so sure about playtesting it properly just yet, perhaps some tomorrow if soloman's server is up to it (my provider isn't so good for custom maps)


a few little tweaks to the lighting and a change to the sewer is up at http://www.hairy-arse.com/raid2.rar :)
mrbobbins
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Post by mrbobbins »

Had a quick run through last night (before 2nd adjustments)

I like the sewer (I think it'll stop the T's rushing the CT spawn, for fear of them being dirty sewer rats) but that might be quite hard to defend as you could go down the sewer without the flashlight and sneak in, probably the sort of thing to work out from proper playtesting.

After seeing the hollow bit in the building before the bank I thought it might be cool to have a passage from there through to the alley by the lower fire exit in the bank (make sense?!?)

Love the textures though, much more atmospheric!!, are you going to put some stuff downstairs?, like sofas or desks and stuff, would be good to have stuff to hide behind and defend the main entrance.
Dr. kitteny berk
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Post by Dr. kitteny berk »

yes.


as far as the sewer goes, it is meant to be one either team can rush, but be a little hard to see (people should be more visible with the drains in the 2nd tweak).


the idea with the hollow bit in that building is probably to make it look like a cinema or something, give some cover and a bit more feel.


the textures are mostly a giving it some feel thing, a lot will probably change yet.


and yep, loadsa stuff will be added, i need to make some tensa barriers :D
mrbobbins
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Post by mrbobbins »

loadsa stuff will be added
Cool!!

(we need barrels, lots of barrels)
Dr. kitteny berk
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Post by Dr. kitteny berk »

NO.


barrels and boxes are not to be featured in this map unless it's justifiable and in context
mrbobbins
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Post by mrbobbins »

:cry:

barrels are ALWAYS justifiable:

This bank uses barrels, right, to erm.. store, the... valuable documents. and stuff.

Ok, no barrels.
Dr. kitteny berk
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Post by Dr. kitteny berk »

hehehe



oooh! just worked out how to justify the hole into the sewer.



robbers were planning on exiting via the sewer with monies.


:D
Nickface
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Post by Nickface »

Hey, if an Aztec temple can have barrels, there can be barrels anywhere for any reason.
mrbobbins
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Post by mrbobbins »

Nickface wrote:Hey, if an Aztec temple can have barrels, there can be barrels anywhere for any reason.
Barrels are brilliant cos you can like shoot them and they move and stuff!!!,

I might try my hand at hammer and make a map just out of barrels, imagine a world where the walls and floor are made from moveable barrels!!, wow i'm gonna have to try this.
Sledra
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Post by Sledra »

Barrels = Explosives the T's were going to use to make an impromptu exit, and surely if the sewer entrace had been blown in it wouldnt be a perfect square?
Joose
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Post by Joose »

oooh, do this.

Reminds me of a HL mod...called box wars or something. All the player models were replaced with crate models, and all the levels were filled with crates. It were brilliant, laying in wait surrounded by boxes, waiting for a box to twitch, laying in to the box only to discover that it had moved because a box behind it was a player box pushing the box, meaning your box got killed by a different box hidden amongst some other boxes.

there were a lot of boxes involved.
Dr. kitteny berk
Morbo
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Post by Dr. kitteny berk »

Sledra wrote:Barrels = Explosives the T's were going to use to make an impromptu exit, and surely if the sewer entrace had been blown in it wouldnt be a perfect square?

indeed, the hole is currently as it is because it'll need a few hours work to look realistic, but is workable at it is for testing.


as far as barrels, we'll see.
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