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Yeah she moves, thought I'd add the extra creep factor in this one, that the sorter map was missing.
heres a tip: the trigger in the kitchen can be dodged, just by heading left. make it so that it activates when you enter the room.
But I'm confident enough that it's going to be triggered in everyones game, unless you're actively trying to avoid it.
If I see any comments about no disposal/fire I can always change it up a bit.
i would never complain about no disposal/fire btw, because i have a saber, so not having one kind of just does nothing, because i have a portable disposal tool.
I still haven't had any time to even start building a new level
I feel bad for boney as I not have any map entries:(
Anyhow a few moving triggers would go nice in this one=
Trigger properties physics set it to interpolating
Mattinee trigger to move n set the mattinee to looping
However it may be even better with the Devs new set location kismet node
When it comes to moving debris around in the next official game update:)
Nice map mate:)
True about Boney, last I heard I was the only one. That said there is only a couple of map makers and most are in hibernation right now. I would have been too, the sorter map and this were only made for the competition or else I'd be sat waiting for the new stuff too.
waiting for the next game update has really jammed the brakes on making new maps for me too:(
however this weekend i got nothing to do so maybe i can try n cough up a map of contest
worthyness in a few days but even that could fly out the window or if it does happen it be like coughing up a cats fur ball=rushed hurried and hopefully bug free with an included kismet nightmare
so not really sure if i should try making a new level now or after the next game update!
the new stuff is just too good to waste any of my precious workshop cloud space lol=new map from me in a few days=Maybe=thats if curiosity kills the cat if i somehow cobble together some kind of haunted medievil castle with included cemetary xd:)
out of every map on this workshop, those are the only two that i saw needing time to download.
not only would it not let me copy omnimart into my train map it only let me copy my train map into omnimart ever so slowly then fodders supermarket had a back to front bsp shield stopping me from joining my map physically to fodders map and that took ages to fix!
the editor also crashed alot while trying to do so as i also had to manually rebuild my train map segment by segment and reprogram the train from scratch as well as reimport my custom assets then sit there for ages/few weeks fixing alot existing bugs from both maps and then adding new stuff then programing and redesigning the level to work as one map:)
ps my pc runs train to omnimart and every other map just fine at 60fps however my pc is so crap it wont load carthief's underground research facility after my old video card exploded=out of video memory error for me
i can make it run but only if i set vcd to run in 640x480 screen size
my pc has no video card lol all i have to make n play maps in vcd is 32mb intel graphics xd=somehow it still works=vcd at 60fps n no video card:)
end of the day im glad i did the merger=it worked out well for me as well as cannonfodder=teamwork created a great map:)
nice if devs let me do a rooks keep merger i know how to do that esp since i accidently merged sr and sw into the main vcd game in dec 2014 then the devs did an official merger as i wasn't allowed to share my unofficial merger:(
underground research facility im pretty sure is still this games largest map unless carthief made a bigger one
anyways instead of clogging up fodders spoiler thread im a play this map to completion:)
then maybe have a crack at building a medievil castle or church of chitulu surrounded with a graveyard
if im lucky n looks ok and still have time before halloween then i might turn it into a chitulu ghost train/rideable rollercoaster as well as some kind of zombie map with a halloween theme:)
and yeah maybe ya might be able to dig up bodies or perhaps even bury em as a new disposal method=will see=no promises though:)
I think My postal2 mall map was bigger by about 20mb. Anything above 100meg is pretty rare, It means theres either 1)a freakin huge map woth tons of stuff, or 2)a ton of custom meshes and sounds.
I also noticed with steam beta that it shrinks my zip files down about an extra 10mb than it used to
so no idea i guess a 90mb map can unpack to about 200mb in size
i do know that all of my maps in zip format are at about 1gb that unpack to nearly 3gb in size
pretty good for 26 something maps:)
now to attempt to try n make some kind of zombie map that hopefully has a working ghost train/roller coaster in it to be done in less than 5 days=Maybe will see:)
hopefully i can then it make boney's competition valid with two contestants=im sure youl win fodder you got 2 entries=is fair too:)
drawing a map on paper for me=lol never happens i cant even stay on a plan although waterworks water park was made from a very blurry satelite picture from before google earth was out as half that park is gone=it missing 2 slides now=it was hard to get the original pipe layout and park interior right then teleport the idea into a remote forrest setting instead of being on sydney harbour with ocean views!
not to mention that the pipe meshes i made have a terrible bug with textures as i forced blender mesh to be compatible with vcd and i needed wonky textures for the pipe colours to work the way it did:)
i just knock something together in bits n pieces then get a main theme then the rest is just a spectacular accident=a map just happens somehow:)