Here it is. Again. You know it, [I think] you love it, teh Spuzzbunk. It lives.
https://www.youtube.com/watch?v=z2FCQaZE7Xw
Be sure to check out the related videos at the end for clips on the Power Dome, etc.
Here it is. Again. You know it, [I think] you love it, teh Spuzzbunk. It lives.
https://www.youtube.com/watch?v=z2FCQaZE7Xw
Be sure to check out the related videos at the end for clips on the Power Dome, etc.
What is this madness?
RAGE
I wanna play this already.
Wow is it still not finished?
Can it ever be finished?
sucks imo
So what is this, a mod comprised entirely of driving a few metres, then getting out and pressing buttons to watch elaborate doors open, over and over and over?
It’s supposed to be a half-secret underground bunker. Of course, it is quite unfinished, and not connected yet. The video I posted is the entrance of the bunker, I have yet to make the core area and add on the power dome, the armory, a missile silo, warehouse… etc. I’ve been working on it for liek ever…
It will be released when BMS2 gets released.
Seriously though four solid minutes of elaborate doors is a little much. I’d consider chopping some sections out and condensing it a bit, keeping just the more funky and interesting ones. Foreplay is good and all, but sooner or later you just want to get stuck in, you know?
Add gameplay.
That is all.
Will this be for Gmod?
I don’t know about Spud, but when you make a map, it doesn’t always have to have a purpose.
People, like myself, just make maps of stuff like that for fun.
I’ve started my own kinda bunker map, with no real point expect that I’m making it.
All I’d suggest is add more stuff in between complex doors. They’re all good and such, but they’re so close together the car is hardly necessary. If there was a bunch more space in between said doors, then, well… Awesome.
It doesn’t need a “purpose,” but if you aren’t trying to make something “good” then why bother?
Practice in Hammer, why else.
Sooooooo, huge bump. As you guys can tell, I’ve pretty much lost interest in the Spuzzbunk. (Although, I still have the .vmf’s if anybody would like to have them and have a go at finishing it :lol
However, I’m really into Doom 3 right now, and I’m gonna get myself started mapping in the Doom 3 engine because I like dynamic lights and no compiling and Doom 3 runs better on my computer than HL2. Plus it’s got a lot better industrial textures, models, elevators, shit like that. I might use this thread if I get anything worth showing made up… Sound good?
Upload the .vmf please? I don’t dream of finishing it, but I’d love to have a look at it.
Here you go: https://www.fileden.com/files/2007/11/27/1611196//spuzzbunkvmfs.zip
These are all the vmf’s for the spuzzbunk, along with a newer version of the main base that I had been doing some changes on but didn’t quite get finished.
EDIT: Delving a little deeper into the Doom3 Editor and I have discovered that there is a realtime rendered and lit preview which will prove to be very useful. This is made possible because Doom 3 is actually still running while you are in the editor! A quick tap of F2 brings up Doom3 and you can load up your newly-tweaked maps in seconds. This is much more efficient than the Hammer/HL2 process. A quick recompile of BSP data is required, but this takes seconds. Compiling is greatly reduced due to real time lighting. Considering that a lot of the stuff in my Spuzzbunk map was Doom inspired, I think this is going to be a positive change for my mapping skills.
Aw, no fair. I edit a Q3 based game too and there’s no real-time rendering going on there. I have to wait ~20 minutes for a full compile.
I know it may be a little late for this, but I suggest you take out a lot of the buttons. It ruins the flow of the map when you have to get out of the car and press a button. I think it’d be a lot better if more of the doors opened automatically. Also, the second door has a tiny inconspicuous keypad, I think it’d look better if you did something to draw attention to the keypad, like a light and a metal panel behind the keypad. Same with the elevator’s keypad, but I think it’d be even better to get rid of the elevator keypad and have the elevator act automatically.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.