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MUG

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Everything posted by MUG

  1. I've just released the FFA/TFFA/Duel/Powerduel teaser version to the hub. It should appear in latest files shortly. The search and destroy version will follow in a few days, once I have done some beta testing of it. If you are interested in helping beta test (there wont be much playing of the map, it will largely just be checking that the correct thing happens at the correct times) let me know here with a reply or a PM and I will contact you at some point in the next few days.
  2. Version (v1)

    195 downloads

    This is a simple map I made to showcase the custom Search and Destroy gametype I am working on. Figured I would release it as an FFA/Duel/PowerDuel/TFFA map too as it is a pretty decent map all round now that it is finished. Consider it a teaser of the SD version. The map is set at night and has all the standard guns, pickups and ammo dotted about. Enjoy! ------------------------ The music is "Under The Rotting Pizza" by Nobuo Uematsu, from Final Fantasy VII The sole custom texture is an edit of a base one, made by me. Feel free to re-use it. ------------------------ Made exclusively for JKHub 21/09/2012
  3. That was an exaggeration xD its actually 453 (and I haven't added all the speakers for the announcer, so that will be another 20 or so) Once I have thoroughly tested the map, I will release a Search and Destroy source file which will be a .map with all the entities in it (and instructions on which ones you need to do anything with), so that people can build their own SD map. I will prolly release this map's source too as an example.
  4. 12,000 entities later, I am done, other than announcement sounds which will be easy to add. Features: Spawn room for each team in which you can choose any two guns and a set of explosives Two minute timer system with remaining time messages for attackers to arm a bomb and attackers to defend them. Two bomb sites too choose from. The bombs are armed by holding use near for 10 seconds them without adjusting your aim. Beacon at armed bomb sites. 45 Second timer system for attackers to defend their bomb. Defenders can defuse the bomb just like arming it, only faster. Big-ass explosion if the bomb isn't defused. =D Objectives system that detects a winning team and ends the match Dead players get locked in part of their spawn room until next round. Team death detection, to check if one team is wiped out and end rounds when appropriate. Team location display in the team overlay, tells you what part of the map your team members are at, and if they are dead. Dynamic music which changes between set-up and during a round, and plays different fanfares depending on how the round ends Map reset system. All players are killed shortly after a round ends and there is a 30 second interval while the map resets, after which players are dropped back into the gear selection area. Announcements (SOON...) Some screen shots. I will probably use one of these as the loading screen. Thoughts on which one?:
  5. Behind? no no, we are INSIDE a cupboard. As for why. @@Szico VII is racist against tauntauns, so it was for our own safety.
  6. A gentleman and his mount subtly hidden.
  7. So yeah basically, not doable without a code mod.
  8. Oh well, was worth a shot, thanks for the help gents.
  9. Clanmod doesn't really play any role in making the map work, it would run fine in base, I'm just using clanmod to adjust gun damages etc. Its basically like japlus, but done differently. I'm already able to detect when the round is over and needs to reset, using the entities I have set up in the map, I'm just seeking a way to restart the map from there. I was hoping I would be able to target a script_runner, or something of that nature, which would then restart the map. Is there anyway to just send a command directly to the server via a script or similar, as if it were entered into rcon?
  10. So I thought I would give the mod another shot as i didn't really give it a chance the first time. When I download the zip from the hub it crashes when it tries to connect, when I try the launcher, it crashes on the installer. Any suggestions as to how to actually make it work?
  11. Had a look at this already, regrettably, not possible.
  12. That is an option(one i may well have to take). However, it is FAR more complex than just resetting some doors and some teleports. I also have to reset all of this: and then all the rest that is off shot....
  13. Aye, I was using that, but I'm finding that it crashes some servers for some mad reason. Seemed okay on a local/hamachi ja++ server, but crashed an online clanmod one.
  14. Just going to go ahead and bump this with @@MoonDog @@Szico VII @@GingerbreadNinja as you people know one or two things about scripts right?
  15. MUG

    Oh hello

    Another lego starwars ctfer...I am fear. Welcome =P
  16. So heres more shots of the horrifying web of entities that makes this gametype work: Might be a bit more to come if I decide to improve it a little. Also has yet to have the entities for playing announcements added....
  17. Would be awesome, aye, but psds wont be nescecary, just save them as tgas or pngs or whatever file type it is you need for the shader to work.
  18. That could be quite neat actually, seeing as its a night time map.
  19. That works too aye. Now throw me matching Bs xD
  20. What kinda thing do ya mean?
  21. but you are the only person who offered xDremember, if I have to do it myself it will look like this: edit:ninjad T_T
  22. I was going to mount it on like a metal sign, rather than the walls.
  23. you magnificent bastard.
  24. Looks neat, would need permission for the background though. Could use something from base jka, if you need a source. (try assets1.pk3 textures/imperial textures/factory textures/vjun)
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