motanum

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    motanum's Levels
    • P2: Drudge
      Points: 1,349
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      EF: 1
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    • A4: Graduate
      Account Age: 4 years
    Neutrilization on sight,

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    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 6 days ago
    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 9 days ago
    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 17 days ago
    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 22 days ago
    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 26 days ago
    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 28 days ago
    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 28 days ago
    +4 Welcome back motanum! (Returned after 24 hours @ AAL4) 30 days ago

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    • JorisCeoen's Levels
      • P2: Drudge
        Points: 2,259
      • E1: Helper
        EF: 16
      • C1: Member
      • A4: Graduate
        Account Age: 2 years
      Posted 2 months ago

      Hello, easiest for me would be using the pinetree models of my dewinterforest map, revamped with new texturing techinques I learned in the past months after that map (and I advanced far more than back then). I will also optimize them as well and make them higher-detailed with fewer polygons. Other than that I could recreate new ones from scratch but I think it would be unnecessary. Let me know what you think of it! Sorry again for the flag, but sooner or later the same person who did it on de_firehol would have done the same anyways

      User Title
      Joris Ceoen
    • Enviolinador's Levels
      • P2: Drudge
        Points: 1,078
      • E1: Helper
        EF: 7
      • C1: Member
      • A4: Graduate
        Account Age: 3 years
      Posted 1 year ago

      You can do that with this system. Let me explain:

      Imagine that at the end of the level there is a similar bunker to that (although its not a bunker, but I cant think of another name) of Mako. If humans get there and the door closes, a filtered trigger once is enabled. The filter will only allow it to be activated by humans; and, when the filter is passed and outputs trigger, you put the 'changelevel' logic case as one of them; for example (a simple one for you to understand):

      I create a triggeronce called 'Testchange' near a button. The triggeronce spawns disabled and filters as I have already told you. If you press the button, you enable 'Testchange' (on a ze_ map you would do it other way; maybe button, by time, another trigger; that's your choice)

      On 'Test_change' we add the output:

      On StartTouch dc1 Trigger 0.00 (for example)

      and then It will change the level.

      I recommend you to look at each entity and their connections; and then experiment with the system.

      Cheese.
    • Enviolinador's Levels
      • P2: Drudge
        Points: 1,078
      • E1: Helper
        EF: 7
      • C1: Member
      • A4: Graduate
        Account Age: 3 years
      Posted 1 year ago

      I have uploaded the admin room from paper escaper. It contains 4 buttons that activate the levels, the level 'selector' -made by brushes- and the logic_case for both activating/deactivating levels and making each level 'different' (I am pretty sure you will know how to do it from this point, but feel free to ask).

      Here is the download:

      http://www.mediafire.com/?yoxkx5tjybmij8x

      Cheese.
    • mat.duf's Levels
      • P3: Peasant
        Points: 7,523
      • E2: Guide
        EF: 21
      • C1: Member
      • A4: Graduate
        Account Age: 3 years
      Posted 2 years ago

      I saw two bug in ze_aperture science OB : - after the "laser room" at the bottom of the hole there are many "ERROR" models (models which appear when the map load a models without a model file) -also at the bottom of the ladder near the companion cube' deagle there is no texture and we can see through the wall

      http://steamcommunity.com/id/matduf/screenshot/594692996052363373?tab=public

      http://steamcommunity.com/id/matduf/screenshot/594692365123610826/?tab=public

      Sleeper
    • HL-Kozama's Levels
      • P1: Beggar
        Points: 276
      • C1: Member
      • A5: Veteran
        Account Age: 4 years
      Posted 3 years ago

      Can you give link zeApertureScienceOB please :3??

      User Title
      Google is my friend :]
    • SilentBr's Levels
      • P1: Beggar
        Points: 30
      • C1: Member
      • A5: Veteran
        Account Age: 4 years
      Posted 3 years ago

      Yeah. I have a ZM server with 48 slots, and I really need that if the zombie die, in X seconds he will spawn again. I think 70% + as like mine. So, if u can, just edit for me and send the link by MP. When you will do a big update I change again for the new one. But if u cand edit this thing for me I will be very greatful :)

      Thank you so much for your wonderful map

      Bananite
    • andre1028's Levels
      • P1: Beggar
        Points: 62
      • C1: Member
      • A4: Graduate
        Account Age: 4 years
      Posted 3 years ago

      Ah I see now. Here's the server IP 72.26.196.150:27015.

      Thanks for trying to help out.

      I Am The Banana!!!
    • andre1028's Levels
      • P1: Beggar
        Points: 62
      • C1: Member
      • A4: Graduate
        Account Age: 4 years
      Posted 3 years ago

      Thanks for your message.

      1. Yes it is the final version.
      2. I don't believe zombies are brought back to the spawn zone, it might be due to late spawns with the zombie mod's randomization timer.
      3. When they spawn they usually either a)infect half of the CTs b)infect all of the CTs c)get a few to no one because of zombie incompetence. Again this I can probably blame on late spawn for zombies.

      As for me adding you, I'll hand over the IP when our server is fixed. We've been having some issues with players trying to crash our Zombie Escape server and I don't think your map would be on for long (as many other maps) before it crashes and goes to our default map boat_escape5.

      Again, thank you for the quick reply and I'll let you know when we got things up and running for our server running your map, should be in a couple of days.

      For now though, when the issue with our server has been fixed I will try to edit the spawn timer for zombies so it's a bit earlier and see if that'll fix the issue and I'll get back to you with the result of that too.

      I Am The Banana!!!
    • Aguia's Levels
      • C1: Member
      • A4: Graduate
        Account Age: 3 years
      Posted 3 years ago

      Maybe a gun similar to the one in portal with the function to push zombies back. i suggest hiding it in the map section shown in screenshot 2, or hide it near the console that activates the boat. EDIT: when i said "near the console that activates the boat" i meant the console from b2

      User Title
      Video Maker
    • The Giblets of Jesus's Levels
      • P3: Peasant
        Points: 11,480
      • E1: Helper
        EF: 14
      • C2: Treehouse Member
      • A5: Veteran
        Account Age: 4 years
      Posted 3 years ago

      Eugh, I just saw your comment after I said to that other guy about a secret for him, you want something put in aswell as a rewards for you feedback?

      Splat.