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calculatedChaos Gaming • arena_melee_bash_remix_b3
Page 1 of 1

arena_melee_bash_remix_b3

Posted: 23 Oct 2010, 12:20
by OldManJenkins
arena_melee_bash_remix_b3.rar
(6.9 MiB) Downloaded 327 times
My utter hatred of the map arena_melee_bash has manifested itself into something relatively constructive!
Essentially what it says on the box: this is a remade and retooled version of that special map we all know and love.

IMPROVEMENTS OVER THE ORIGINAL ARENA_MELEE_BASH:
  • Fixed broken cubemaps

    Fixed weapon stripping
    Added playerclips to prevent people from walking on ledges (though this is now impossible with fixed weapon stripping anyway)
    Added some very good-looking details, including skybox, some various lighting, and some other things
    Made pretty much everything more symmetrical
    Added cool cap point in the bottom of a pit- it's impossible to get to it until the point activates (yes, I know the point is green. If too many people hate that, I'll fix it in the next update)


ARENA_MELEE_BASH_REMIX_B2:
  • Various visual things, such as fixing some textures, adding various decals, adding some models, background elements, etc. Oh yeah, and a dead body.
    Added stripping for Australian Christmas Update weapons. (the Crusader's Crossbow was the only new weapon I actually needed to fix)
    Fixed Control Point being green. (harder than it sounds)
    Yes, the name is now remix instead of remake. It just sounds better.


ARENA_MELEE_BASH_REMIX_B3:
  • Fixed weapons up to Deus Ex update!
    New background elements, makes everything look better.
    Admin aboose room (doesn't do much yet, thank God)
    Added HHH. Spawns 10 seconds after the point is activated, for added "encouragement". I'm surprised how well this turned out with the nav mesh, the HHH will try to avoid the pit when chasing someone, and will only jump down when you try to avoid him at the bottom.
Image
(Screenshots are outdated)

Re: arena_melee_bash_remake

Posted: 23 Oct 2010, 03:46
by Egonny
Great work OMJ, can't wait to see it added on the server.

Re: arena_melee_bash_remake

Posted: 23 Oct 2010, 05:33
by LaN
Image

This has surpassed my expectations.

Re: arena_melee_bash_remake

Posted: 10 Nov 2010, 09:20
by FlaminSarge
Hint: The Horseless Headless Horsemann works with a nav on this map. Even an autogenerated nav (sv_cheats 1; nav_max_view_distance 6000; nav_generate).
All you need to do is include the right sounds and models in the map files, and have a bot_generator that generates headless_hatman entity (or something) after a set time, and you have a great incentive to make people actually move their butts :D

I already have the nav if you want it.

Re: arena_melee_bash_remake

Posted: 10 Nov 2010, 09:22
by OldManJenkins
FlaminSarge wrote:Hint: The Horseless Headless Horsemann works with a nav on this map. Even an autogenerated nav (sv_cheats 1; nav_max_view_distance 6000; nav_generate).
All you need to do is include the right sounds and models in the map files, and have a bot_generator that generates headless_hatman entity (or something) after a set time, and you have a great incentive to make people actually move their butts :D

I already have the nav if you want it.
Sounds completely...
Diabolical! MUAHAHAHAHA!

Hook me up, my good man!

Re: arena_melee_bash_remake

Posted: 11 Nov 2010, 06:27
by Egonny
On the one hand, I'd love a boss like that, on the other hand, I don't want him to appear every time (or when you're only with 4 players or something.) Think you can do that OldManJenkins? If you want, I can put up the decompiled version of Mann Manor.

BTW, does he even spawn anymore? It's not Halloween anymore.

Re: arena_melee_bash_remake

Posted: 11 Nov 2010, 08:33
by OldManJenkins
The Headless Horseless Horsemann is basically a huge NPC, and can be spawned on any map. He'll only function on maps with navigation meshes, but he can be spawned and controlled through a series of server console commands. I'll have to decide about the exact conditions under which he will spawn (admin abuse button, time limit, randomly, etc.). I'm kind of leaning toward the idea of spawning randomly after a certain time period (2-4 minutes, maybe) and just wreak havoc on anybody idling about or too stupid to not try to jump down and cap the point (I'll have to put something over the pit which will stop the Horsemann from jumping down there). I'll see what I can do about a player requirement.

Whew, that was long.

Re: arena_melee_bash_remake

Posted: 11 Nov 2010, 08:49
by Egonny
If you edit the nav, you can make him evade the pit.

Re: arena_melee_bash_remake

Posted: 11 Nov 2010, 12:38
by FlaminSarge
I already have a nav for melee bash. However, he deviates from the nav if he's chasing somebody. So he may still jump into the pit. I'll put a nav_avoid there to see if it works, but he may still chase in.

Also OldManJenkins you'll have to precache his model, axe, and sounds in the map (idk how to do it by map, only by plugin), but after halloween time was over, valve made it so he's not auto-precached on every map :C
weapons/c_models/c_bigaxe should be his axe model
bots/headless_hatman is his body model
headless_hatman is his entity name, but there's also a bot_generator entity, I think
He has a ton of sounds, mostly including "halloween_bot" or "halloween_boss". I'll find a list.

Re: arena_melee_bash_remake

Posted: 21 Dec 2010, 12:24
by LaN
This needs a little bump

Re: arena_melee_bash_remake

Posted: 21 Dec 2010, 12:34
by OldManJenkins
Ah, that reminds me to update this for the new items.
Plus, there are always things I could fix or polish while I'm at it.

Re: arena_melee_bash_remix_b2

Posted: 28 Dec 2010, 03:51
by OldManJenkins
New version uploaded. Go crazy. :woop:

Re: arena_melee_bash_remix_b2

Posted: 02 Jan 2011, 01:12
by FlaminSarge
awesome. Gotta make a nav for it so the horsemann works on it :P
Also, did you lookit the bot_generator entity (or something like that)?
It was what somebody was saying spawned the horsemann through a map, so that you don't have to use server cmds.
If you do decide to spawn him, you'll need to add his model into the map first somewhere (so that it precaches), as well as his axe and maybe his sounds.

His entity was headless_hatman, if I remember correctly.

Re: arena_melee_bash_remix_b2

Posted: 02 Jan 2011, 05:37
by OldManJenkins
FlaminSarge wrote:awesome. Gotta make a nav for it so the horsemann works on it :P
Also, did you lookit the bot_generator entity (or something like that)?
It was what somebody was saying spawned the horsemann through a map, so that you don't have to use server cmds.
If you do decide to spawn him, you'll need to add his model into the map first somewhere (so that it precaches), as well as his axe and maybe his sounds.

His entity was headless_hatman, if I remember correctly.
I'll look into that, though it seems more likely that he'll have to be spawned through server commands.
At least the precaching sounds like the easy part.

Re: arena_melee_bash_remix_b2

Posted: 02 Jan 2011, 06:57
by Celtic
In the next version are you going to take out the crossbow? The huntsman isn't allowed on the current one so I think it'd be nice to have no crossbow nazi's shooting us from across the map.

Re: arena_melee_bash_remix_b2

Posted: 02 Jan 2011, 07:22
by OldManJenkins
Celtic wrote:In the next version are you going to take out the crossbow? The huntsman isn't allowed on the current one so I think it'd be nice to have no crossbow nazi's shooting us from across the map.
Yup, the crossbow is gone in b2 (version in the OP, but not on the server yet).

Re: arena_melee_bash_remix_b2

Posted: 05 Jan 2011, 05:39
by captainAngry
I'll upload this tonight.

Re: arena_melee_bash_remix_b3

Posted: 21 Aug 2011, 01:07
by OldManJenkins
B3 is out! (Finally!)
Check it out in the OP!

Also, it's come to my attention that melee_cube is totally borked. If you want to decompile that and make it awesome, you have my permission. Just don't take credit for the original version. :awesome:

Re: arena_melee_bash_remix_b2

Posted: 21 Aug 2011, 06:05
by Haunwulf
captainAngry wrote:I'll upload this tonight.
Calculated Time

Re: arena_melee_bash_remix_b2

Posted: 21 Aug 2011, 06:43
by spleenter
Haunwulf wrote:
captainAngry wrote:I'll upload this tonight.
Calculated Time
B3 was put here today. that post was from january.