Crossfire:Source 1.1 pour HL²DM. (upd).


Invité

Messages recommandés

Posté(e)

Bonjour, je viens proposer au téléchargement ma carte Crossfire:Source.

En espérant qu'elle plaise.

Download link : http://magicsim.free.fr/outside/crossfire_source/DM_Crossfire_Source_1-1.zip

Version 1.1

====================================================================

Half-Life² Deathmatch Map

================================================================

Title : Crossfire:Source

Version : 1.1

Release Date : 21/12/2004

Filename : DM_Crossfire_Source_1-1.bsp

Author : Magic-Sim

Email Address : jjthorel@nordnet.fr

Web Page : http://www.3dfxspirit.com

Description : Initially, I wanted to port Crossfire to the Source Engine for a Crossfire fan friend. Finally, it became a mix of the original Crossfire : Bunker, arena, etc, with the HL² philosophy : Combine technology, physics gameplay, gorgeous graphics...... I am not a die-hard multiplayer gamer (I am mostly a singleplayer), but my goal was to iron a map which would give people much fun. I hope I haven't failed.

Construction time : Merely 4 weeks. Well, more if we count original experimentations with the original Source SDK.

Technical notes : Turrets aren't working, sadly. But the bomb is and there's a nifty alarm to signal those going to Boost health & ammo into the bunker or trigger the bomb......

Credits : First, thanks to the original Author at VALVe

Software. I also want to thank all the people playtesting it before initial

release, and also, XaTriX who asked to put the map on the Hardware.fr server

to stress it, and OES who brought it to a lan party. Finally, I must thank someone special. I dunno if she'll recognize herself

Bug reporters : B-S ; Gandarius ; Inek ; Mancasters ; Master_Jul ; OES ; thibw ; XaTriX

================================================================

--- Play Information ---

Game : Half-Life² : DeathMatch

Level Name : Crossfire:Source

Game Type : 2 to 12

Single Player : nope

Deathmatch : yep

Other : No

Multiplayer : yep

New Sounds : nah.

New Graphics : Sadly, not.

New Props : nope.

Known bugs : Blue barrels won't behave normally to gun shots.

--- Construction ---

Editor(s) used : Hammer 4.0

Base : Original Crossfire.

--- Changelog ---

1.1 : Torture chamber has been decorated a bit to be be more like a torture chamber.

Tuned bunker alarm sound to be less annoying. It'll ring once per entrance and not 5 times.

Vertical pipes in tunnel have proper player clip brushes.

Combine MegaCharger has now it's green light going off when charger is empty. It'll return at refill.

Added cubemaps (VALVe finally fixed the command buildcubemaps).

Tweaked heavily cubemapped areas lighting to better suit to cubemapped surfaces.

1.0 :

Bottles are now respawnable in old hivehand room.

Geiger-Müller counter sound added in the torture chamber.

Mis-aligned fence corrected over crates pile near damaged lift.

Clip-brush added to clear the main bunker door of physics ojects while closing.

Prop_dynamic gas_tank changed to laundry cart because of invisible base.

Disabled entrance alarm for the period of strike alarm to avoid double sirens.

Added sound to strike button.

Moved bottles a little in old hivehand room.

Modified visibility distances for bottles and boxes in old hivehand room.

RC2 :

Put clip brushes ceiling more towards the top of the map.

Fixed the bug allowing players to go through the clip brushes.

Nodraw textures fixed on left-top-side of the right bunker window.

Fixed a floor texture under the lift in front of the bunker.

All sinks are now breakable for more consistency.

Railings have now player clip brushes to avoid stucking, while letting bullets go through.

Collision for tunnel pipes changed from VPhysics to Bounding box to avoid getting caught by a pipe.

Tree position altered to avoid the irruption of a root near the sinks.

Hammer and APC wreck positions altered to avoid floating over the floor.

Fixed elevators. You won't need to press two times the button to trigger the lifts.

Tweaked the elevator bug to simulate a badly working elevator on the far left corner of the map (from bunker view).

Added sparks and smokes to the damaged elevator call button.

Fixed some wall mounted lights rendering strangely.

Slightly delayed env_hurt trigger by the bomb to enable earing of mortar sound.

RC1 :

Changed light strength for Thumper.

Corrected the black square bug near torture chair & hev charger.

Corrected the placement of the ladder_dismount for the top end of the left bunker ladder.

Moved a bit back the func_button of the lifts, they were blocking some players, thus, killing them......

Moved a bit the rocks on the arena ledge near the 357 Magnum.

Added Playerclip brush to the crossbow electric wire holder to prevent stucking.

Suppressed respawn counter for crates, sinks and toilets to avoid their infinite multiplication.

Adjusted the number of exploding barrels from 18 to 19 to max value in the respawn counter, No more doubling of barrels should occur.

Added clip brushes to avoid the loss of projectiles (scannes, radiators, etc).

Adjusted position of computer consoles in the bunker to avoid float.

Added wind to wires.

Improved bunker alarm volume.

Added Nuke sequence (button, sounds, gfx effects, hurt and doors).

RC0 :

Initial Release.

Installation

------------

Unzip the file DM_Crossfire_Source_1-1.bsp into your x:\..\Valve\Steam\Steamapps\yourlogin\Half-Life 2 Deathmatch\hl2mp\maps directory.

Well........ Start the Engine.

People with DX8 video cards or nVIDIA video cards forced to render in DX (Geforce FX for instance) might want to use the HL2 DX8 Reflection Patch from JoshuaC. All you have to do is extract to hl2dm in spite of hl2 directory. http://pcgamemods.com/8877.

Thanks JoshuaC.

Copyright / Permissions

-----------------------

This level is copyrighted by Simon Thorel, 2004.

Authors may NOT use this level as a base to build additional levels.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission!

You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact.

----------------------

2004 Valve Corporation. All rights reserved. Valve, the Valve logo, Half-Life, the Half-Life logo, the Lambda logo, Steam, the Steam logo, Team Fortress, the Team Fortress logo, Opposing Force, Day of Defeat, the Day of Defeat logo, Counter-Strike, the Counter-Strike logo, Source, the Source logo, Valve Source and Counter-Strike: Condition Zero are trademarks and/or registered trademarks of Valve Corporation.

======================================================================

Screenshots

http://magicsim.free.fr/outside/crossfire_source/dm_crossfire_source0000.jpg

http://magicsim.free.fr/outside/crossfire_source/dm_crossfire_source0001.jpg

http://magicsim.free.fr/outside/crossfire_source/dm_crossfire_source0002.jpg

http://magicsim.free.fr/outside/crossfire_source/dm_crossfire_source0003.jpg

http://magicsim.free.fr/outside/crossfire_source/dm_crossfire_source0004.jpg

http://magicsim.free.fr/outside/crossfire_source/dm_crossfire_source0005.jpg

Posté(e)

elle a l'air pas mal

Franchement je trouve que c'est une bonne idée de reprendre les anciennes map

Tout à l'heure je suis tombé sur Bounce (de hl1) avec le moteur de Hl² et ben vive la nostalgie surtout quand c'est bien fait :D

Posté(e)

Je disais que j'étais d'accord sur le chacun ses gouts ;)

(remarquez, vu que je suis l'auteur de cette map, je ne vais pas dire que je préfère l'autre, car c'est le gameplay de l'autre qui m'a poussé à continuer).

Posté(e)

Crossfire Source en 1.1 et devrait être finale. Sera en DVD de couverture de PC Gamer.

http://magicsim.free.fr/outside/crossfire_source/DM_Crossfire_Source_1-1.zip

1.1 : Torture chamber has been decorated a bit to be be more like a torture chamber.

Tuned bunker alarm sound to be less annoying. It'll ring once per entrance and not 5 times.

Vertical pipes in tunnel have proper player clip brushes.

Combine MegaCharger has now it's green light going off when charger is empty. It'll return at refill.

Added cubemaps (VALVe finally fixed the command buildcubemaps).

Tweaked heavily cubemapped areas lighting to better suit to cubemapped surfaces.

  • 7 years later...

Archivé

Ce sujet est désormais archivé et ne peut plus recevoir de nouvelles réponses.