GROUND BRANCH

GROUND BRANCH

31 ratings
1.6 kill house map (Hico 3# CQB Center)
   
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Non-asset mods: Mission
File Size
Posted
4.261 MB
20 Sep, 2024 @ 11:10pm
1 Change Note ( view )

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1.6 kill house map (Hico 3# CQB Center)

Description
This is my eighth map uploaded on the steam work shop, and it is also the beginning of the new Hico 3# cqb center, this map references and changes some of the Killing House works, some scenes are based on the design and creativity of kh the farm published by an author rlawnsdnkjw on the nexus mods website, I really appreciate his imagination and technical ability, but unfortunately I can't reach him, here are some notes:
1. I designed four map branches based on this map, such as 1.6 the target 1 2and3 and an actual fight map, 1.6 the target series does not have enemies, they are all targets for players to use for training, and there are enemies in the actual fight map
2. Since the navblock fails, I use a fence to fence the map in the actual combat map to prevent the AI from running around
3. Due to my limited technical ability, the doors in the map cannot be interacted with, and you can understand it as a cover to create an angle disadvantage.
4. To open it, click on the Terrorist Hunt mode in the lone game or host game, click on the compound map, and the map options will pop up below
5. The map supports multiplayer connection, and the host only needs to download the map and invite players to enter. The invited players can download the map without downloading it
If there are bugs, please report them to me, and I wish you all a happy game??
18 Comments
grigorenko584 9 May @ 11:42am 
Please update!
k1t 7 May @ 3:52pm 
@Hico hi, community test version of 1035 moved some meshes around, including the ones that are used on this map, so in 1035 the map has blue barrels instead of the kill house walls.
I think it should be possible to fix the map via script, all that is needed is to replace path in .mis file, it's a binary file so it has to be edited accordingly, the replacement string is shorter so the remainder needs to be filled with zero bytes.
Let me know if you need help with fixing your great maps for v1035

Example of one moved mesh

1034
/Game/GroundBranch/Environments/MapSpecific/UserCreatedKillhouse/S_UKH_WallDoor_A.S_UKH_WallDoor_A

1035
/Game/GroundBranch/Props/UserCreatedKillhouse/S_UKH_WallDoor_A.S_UKH_WallDoor_A
Makzie 26 Nov, 2024 @ 7:33am 
@Hico, that confuses me a bit, i saw they are all at idle, but usually in GB when shots are fired they start to walk towards the player even when set to idle.
Hico  [author] 23 Nov, 2024 @ 7:17pm 
Set the AI's status to idle@Makzie
Makzie 16 Nov, 2024 @ 8:40am 
@Hico how did you manage to make the AI not just walk out of the Rooms without any Navblocks?
Lonewolf 11 Oct, 2024 @ 11:10pm 
This map made me change my entire loadout to just grenades
Hico  [author] 25 Sep, 2024 @ 6:56pm 
The bullet marks will disappear in a very short time, and I can't solve this problem either, thanks for the feedback
Seamubarek 25 Sep, 2024 @ 6:37am 
Bullet marks are deleted at the target shooting but ıts a pretty good map for one person.Keep going
v0lt 22 Sep, 2024 @ 1:56am 
@Deaths emissary thanks man
Hico  [author] 21 Sep, 2024 @ 6:17pm 
One more note, when you find that your enemies have been moving in place against the wall or facing the wall, enemies running around, guns clipping through and other anomalies, there is a problem with the AI at this time, and I suggest you end the round and start again