Half-Life 2: Deathmatch Icon HL2:DM Map

dm_q3_longestyard_b4

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Updates

beta 4
  • added the ability to control background music volume via the settings menu
  • jump pad is now responding to any physics and ammo projectile
Jora_ avatar
Jora_ Offline
Member Joined 5y
Jora_
1y
beta 4
  • new power_up reducer
  • add Radial progres bar for red and yellow armored
  • reworked and optimized all item pickup
  • reworked powerup
Jora_ avatar
Jora_ Offline
Member Joined 5y
Jora_
1y
I tried to make  map like longestyard  from quake live

original background music from Quake 3
6 types powerup:
invisible ;duble speed;regeneration;low gravity;mega helth ;reducer

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Posts

  • 1
  • 2
  • 3mo
    Jora_ avatar
    Jora_ Offline
    Member Joined 5y
    Thx)
    Bananite
  • 4mo
    Alienmario avatar
    Alienmario Offline
    Member Joined 6y
    583 points Ranked 7313rd
    This was very fun to play, especially with my cannon weapon mod.
    Good design and scripting
    Bananite
  • 6mo
    Anonymous
    good one
  • 1y
    Jora_ avatar
    Jora_ Offline
    Member Joined 5y
    thx)
    Bananite
  • 1y
    CoolFENIX avatar
    CoolFENIX Offline
    Member Joined 8y
    549 points Ranked 7725th
    8 medals 1 rare
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    10 out of 10!
    NO
    11 out of 10!
    p.s.
    Jora is best mapper in the world

    10/10

    Sexyyy avatar
    Mantra
    Sexyyy
  • 1y
    tzmain avatar
    tzmain Offline
    Member Joined 1y
    In my version it works as I need - completely analogous to the standard trigger, just makes it able to push players in all cases, and does not breaks existing maps on my hl2dm server. but if you want to fix the angles of the trigger, you need to add some extra code.

    10/10

    Bananite
  • 1y
    killer10 avatar
    killer10 Offline
    Member Joined 6y
    742 points Ranked 5942nd
    Vector vel;
    AngularImpulse angVel;
    // pPhysics->GetVelocity( &vel, &angVel );
    // Vector GetVel = this->GetVelocity(&vel, &angVel );
    this->VelocityPunch(inputInfo.GetDamageForce());

    we'll see what works best.. still didn't play this version of the map yet.. knowing theres quake3 source code, and map editor out there. theres a way to completely replica the functionality.
    www.moddb.com/mods/crimewars avatar
    Mantra
    www.moddb.com/mods/crimewars
  • 1y
    tzmain avatar
    tzmain Offline
    Member Joined 1y
    Posted by killer10

    I remade this map for CrimeWars, I wonder, if he fix the trigger_push entity. I was able to fix half of it, for hl2 physics..


    void CTriggerPush::Touch( CBaseEntity *pOther )

    ...
    //Vector origin = pOther->GetAbsOrigin();
    //origin.z += 1.0f;
    //pOther->SetAbsOrigin( origin );
    ...

    fixed.

    10/10

    Bananite
  • 1y
    Jora_ avatar
    Jora_ Offline
    Member Joined 5y
    example

    trigger_multiple

    "OnTrigger" "!activator,AddOutput,basevelocity -50 0 0,0.02,-1"

    Bananite
  • 1y
    killer10 avatar
    killer10 Offline
    Member Joined 6y
    742 points Ranked 5942nd
    I remade this map for CrimeWars, I wonder, if he fix the trigger_push entity. I was able to fix half of it, for hl2 physics..

    www.moddb.com/mods/crimewars avatar
    Mantra
    www.moddb.com/mods/crimewars
  • 1
  • 2

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Details

Version
3

Attributes

Players
32
Development State
Beta

Stats

Posts
16
Views
4,079
Downloads
1,108
Date Added
1y
Date Modified
1y
Date Updated
1y

Rating

9.8/10 by 6 raters

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