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dm_basebunker

A Map for Half-Life 2: Deathmatch

Updates

Basebunker - Version 2.1
  • Version 2.1 has been released! Changes were made based on feedback received. This version includes additional bug fixes and adjustments.
  • Due to the map being considerable in size, non-prioritized decals (such as bullet holes and blood applied from receiving damage) get replaced as soon as a new decal appears, which could result in visual inaccuracies. There is nothing I can do about that
  • Adjustment Changed the post-fix to _final instead of _rc1 which caused some confusion as to what I actually meant
  • Addition Server room - Added a hole in a wall
  • Addition Added a credits room
  • Addition func_clip_vphysics brushes were added to the outside section to prevent the loss of thrown objects
  • Removal Removed a few physics props in Hallway C
  • Removal Removed a clip brush above the spools in water room
  • Tweak Revised and added additional clip brushes for smoother movement
  • Tweak Adjusted team based spawns
  • Improvement Added some additional info_overlay entities
  • Improvement Changed textures in hallway above canals to fix a visual inaccuracy
  • Improvement RPG room - Clipped the stairs
  • Improvement Server room - Changed the position of the power boxes for improved visibility
  • Improvement Server room - Shifted the weapon and item placements to reflect changes above
  • Improvement Server room - Changed lighting for improved visibility with power boxes being moved
  • Adjustment Server room - Adjusted the fence area by expanding it in order to give it more of a purpose than previously
  • Adjustment Server room - Closed off the fence area and swapped the door model to the proper interior model version instead of the old incorrect outside one
  • Adjustment Canals - Made the storage room walls thicker to fix a visual inaccuracy
  • Adjustment Re-adjusted some cubemaps
  • Amendment Tied a few brushes to func_brush brush entities in order to disable shadows and fix visual inaccuracies
  • Optimization Connector - Layout changed for optimization
  • BugFix Fixed many overlapping brushes
  • BugFix Fixed an issue where some props did not start asleep
  • BugFix Fixed a pixel walk in hallway near connector
  • BugFix Textured faces that still had nodraw on them when players could see them
  • BugFix Fixed an issue where you would get stuck for a few seconds after spawning
  • BugFix Fixed an issue where you would sometimes get stuck in static props
  • BugFix Fixed some additional texture mis-alignment
  • BugFix Fixed an issue where some info_overlay entities did not target all faces
  • BugFix Fixed an issue where you would collide with small props
  • BugFix Fixed an issue with item_box_buckshot in connector where it would spawn at the origin (0, 0, 0 coordinates) after being picked up for the first time
Peter Brev avatar
Peter Brev username pic Joined 5y ago
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Peter Brev avatar
Peter Brev
3mo
Basebunker - Version 2.0. has arrived
  • Addition Expanded Map!
  • Addition New Area - Canals
  • Addition New Area - Sewers
  • Addition New Area - Outside Bunker
  • Addition New Area - Bunker Entrance
  • Addition New Area - Multiple hallways connecting the new areas
  • Addition New textures
  • Addition Super Charger in Canals
  • Addition Added team based spawns for competitive matches and TDM servers
  • Addition Color Correction for a more rotten/abandoned bunker feeling
  • Addition Easter eggs
  • Removal Suit Charger From Server Room
  • Overhaul Bump maps to textures for a more rotten/abandoned bunker feeling
  • Overhaul Weapon and item placement has been drastically changed to feature a lot less resources
  • Overhaul Moved many static props to aid in player movement
  • Improvement All curved pipes were changed with a more simple brushwork to lower the amount of brushsides
  • Improvement New props have been added for added attack or defense as long as tweaking the position of some existing ones
  • Improvement Converted many brushwork to models (Propper)
  • Improvement Added detail brushwork in existing areas from the 2016 version
  • Adjustment Lighting in the 2016 version has been revised for improved visibility and less dramatic/aggressive color
  • Adjustment Moved camera from server room to outside beside bunker entrance and the monitor is now in the server room
  • Optimization Revised and/or added and/or re-worked hint/skip brush placement, occluders, areaportals, func_detail, prop fade distances, VIS clusters
  • Optimization Revised server room entrance
  • BugFix Incorrect water rendering issue (caused by different accidental heights of expensive water in the same PVS)
  • BugFix Fixed an issue where the metal bunker door near RPG would loop its closing sound
  • BugFix Fixed some spawn points that would be stuck in playerclip brushes before being able to move
  • Tweak Textures alignment
  • Tweak Tweaked the sprites next the RPG door to reflect when the door is open or closed
  • Amendment Fixed a little sound error when pressing the button to close the RPG door
  • Amendment Fixed an issue where you could obtain the RPG without triggering the alarm
Thanks to everyone for playing this map. This is the definitive version and will receive no major updates like this one anymore; only bug fixes.
Peter Brev avatar
Peter Brev username pic Joined 5y ago
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737 points Ranked 6721st
Peter Brev avatar
Peter Brev
3mo

A map set in a bunker during night time.

March 24, 2018 - Map updated to version 2.1.

===

March 18, 2018 - Map updated to version 2.0.

===

August 2, 2016 - Map release, version 1.0.

It has been a long time since I have made a HL2DM map and even though not many people play the game anymore, well...

Anyways, the idea behind making this map was to try and make the map look like it was close to Black Mesa's team level design (in terms of architecture, lighting, etc...). It might not be perfect, but I like the end result: It is a bunker.

The map is suitable for 2on2 and more and can be put on a public server as well. The map was made to be fun with different routes. The map is basically a squre with a line (server room) in the middle to make fast rotations.

Be sure to read the readme.txt

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Credits

Level Designer
Peter Brev avatar
Peter Brev username pic Joined 5y ago
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737 points Ranked 6721st
Level Designer
Beta Testers
AlcyToronto
AlcyToronto Joined 5y ago
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8,171 points Ranked 578th
17 medals 2 rare
  • Returned 1000 times Medal icon
  • Submitted 20 Maps Medal icon
  • Reached 1,000 Points Medal icon
  • Reached 2,500 Points Medal icon
  • 1 post awarded Exemplary Feedback Medal icon
  • 5 posts awarded Exemplary Feedback Medal icon
Beta Tester
Humam
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Awesomeness_0714
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Atakan
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Hahiserw
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Steve
Beta Tester
Special Thanks
Commander Fury
Feedback & Support
DemonX/XanX
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Drift.
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Fenix
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myback
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Neid
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Sidezz
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sp.booger
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Adrián
Support
Carbon
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Da11aS
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Rithari
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Ant_8490
Pushing me to level design more
Nick_6893
Pushing me to level design more
Gm1N
High-skilled player
DeL
Providing Ideas
Toizy
For being the drunk man & Support
Textures.com
Proving Textures
Community/GameBanana
Providing Textures

Submitter

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Peter Brev

Creator
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Category

Details

Version
2.1

Attributes

Textures
Development State
Stable
Aesthetic
Default
Size
Medium
Environment
Indoor
Time of Day
Nighttime
Season
Fall
Climate
Zone
Nature
Biome
Forest
Terrain
Rainforest
Structure
Bunker

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Featurings

  • Today's Pick Aug 3 2016

Stats

  • 761 Downloads
  • 4,050 Views
  • 11 Posts
  • 2y Submitted
  • 3mo Modified
  • 3mo Updated

Scores

91 bScore
9.9 Rating

9 voters

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