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Date: May 25, 2019 - 05:24 pm

(Update 6) Progress on jb_whiteout

#1
From now on, every update will have ingame screenshots, instead of screenshots from hammer. Also since everyone here seems to hate gyazo I'm using imgur instead.
I am including things I have already shown but with new images ingame instead of hammer, because in hammer there is no lighting, and in CS it looks a lot better.
Still taking playtesters! I've already played with the playtesters I picked already, so if you haven't filled it out yet, now might be a good time if you want to playtest!
1. graPe
2. Primeever
3. m0nster.exe
4. monk
5. Tickle
6. Not chosen yet
7. Not chosen yet
8. Not chosen yet
9. Not chosen yet
10. Not chosen yet
Apply here
So I decidied that I didn't have enough minigames already. Here is the new list of ALL of the minigames that are going to be on the map. I'm still going to take more minigame suggestions, so let me know if you have any!
  • Bhop
  • 4squares
  • Russian Roulette
  • Longdrop
  • Strafe Race
  • Strafes
  • 4 couches
  • Hockey
  • Sledding
  • Surf
  • Deathrun
  • Course
  • Climb
  • Deathcrate
  • 1v100
  • Dodge course
  • Colors
  • Jumprope
  • Crazy Asian
  • Cannon Game
  • Spleef
[Image: 9uImUcF.jpg]
As you can see, I have got a lot of minigames done since the last major update. The new stuff includes:
  • BHop
  • Longdrop
  • Strafes
  • 4 Couches
  • Climb
  • Maze
  • Hockey (not seen)
  • Warday area
So I've FULLY finished the armory this time. The logic to make the weapons actually spawn when you press E took awhile to fully understand, but now it's working perfectly.
[Image: KdkxRaG.jpg]
[Image: vpkFQ0t.jpg]



[Image: 4uETPLz.jpg]
[Image: 7aGp1i5.jpg]
[Image: 8clTrcH.jpg]
I tried to make the interrior of the cabins as cozy as possible, since they are cabins. I think I did a pretty good job. Tell me what you think.
[Image: Mkq44VX.jpg]
[Image: qe7si6o.jpg]
[Image: yTaqSsR.jpg]
[Image: QEHJjM4.jpg]
[Image: aeAnlBi.jpg]
[Image: BhxC350.jpg]
[Image: NAy1C3h.jpg]
Nothing really new to see here, expect for the amazing ice texture.
Not done at all!
[Image: 1tWJlHx.jpg]
[Image: EYpwYYr.jpg]
Nothing really new to see here exepct for a lighting error Smile
[Image: S9kV8nr.jpg]
[Image: DbDcKFZ.jpg]
[Image: dwcOY60.jpg]
This vent is right next to the cell button, but at the same time is a risk to take. You have to crouch in these vents, and once you go over the boxes ahead, you can't get out unless you use the button that triggers the alarm, see in the Armory spoiler.
Hey, just a small update but it brings some big stuff, I want to get this out because I'm probably going to be busy for awhile.
New stuff is in Hockey, Bhop, and Misc.

1. graPe
2. Not chosen yet
3. Not chosen yet
4. Not chosen yet
5. Not chosen yet
6. Not chosen yet
7. Not chosen yet
8. Not chosen yet
9. Not chosen yet
10. Not chosen yet
Apply here
Done
[Image: 75cf4d3d90b73c57ca9075ea0e84c2f3.jpg]
Done
[Image: 3526d415e09b0f00e10ad5550085ce47.jpg]
The signs say "Player of the round #1" to #3
[Image: 6fa3611d00e150fdae7b6f8f2f55e3e9.jpg]
[Image: 3cdc8916f4bcdaf70325a2baff76765b.jpg]
[Image: d715de98407060933c2a8e4617f5a6fb.jpg]
[Image: 68e614c2e6a57cbedddd7814f799c0ae.jpg]
  • Finalize displacements
    [Image: 00594ef93c065fecf0312d30e3d228e1.jpg]
    [Image: 5affcef52065c534e956c6fa4f2f2868.jpg]
    [Image: ce0c06b85ed3654ffe207a49d8d42d0f.jpg]
    [Image: 2b69cc7ed78808c542e8faa581fb5bee.jpg]
    [Image: 05d124bb92c9e2980ffe4aa79b7518d4.jpg]
  • Weapon I/O
[Image: 89ff4f0a32a1ada52e39104ba6f56c19.jpg]
  • Brushwork
There will be an underwater path to the armory from here.
[Image: b6fd127412ca98309794be40eba6d850.jpg]
[Image: 8f094360f054e707ce21eb73d00c527d.jpg]
Done
[Image: d520ccf4c67ce9c32fb5b2f2358484df.jpg]
  • func_detail
  • func_viscluster
  • func_areaportal
  • Hints
  • Skips
  • Stair clipping
  • Place the rest of the minigames onto layout
  • Deciding map flow
  • Balance
  • All I/O
    [Image: d16b5e34b30a078be3e3f5ec5661498a.jpg]
    [Image: eaa04d115de160861a3a6302a13c421e.jpg]
  • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • When the map is done, begin playtesting sessions. Not releasing beta versions on the JB server, that's not how I do things.
    Hello! Sorry for not having an update last week, I got burnt out.
    Every week I will pick a new playtester untill I reach 10. You can see the current playtesters below.

    1. graPe
    2. Not chosen yet
    3. Not chosen yet
    4. Not chosen yet
    5. Not chosen yet
    6. Not chosen yet
    7. Not chosen yet
    8. Not chosen yet
    9. Not chosen yet
    10. Not chosen yet
    Apply here
    Done
    [Image: 75cf4d3d90b73c57ca9075ea0e84c2f3.jpg]
    Done
    [Image: ce72f819ad4c35fd6790eb4cd4a362cc.png]
    • Brushwork
    • I/O
      [Image: 526a42272417c8f7cb0d8229db9e5a63.jpg]
      [Image: 87f1b5e111f86d544abdbb4550e7d44d.jpg]
    • Finalize displacements
      [Image: 00594ef93c065fecf0312d30e3d228e1.jpg]
      [Image: 5affcef52065c534e956c6fa4f2f2868.jpg]
      [Image: ce0c06b85ed3654ffe207a49d8d42d0f.jpg]
      [Image: 2b69cc7ed78808c542e8faa581fb5bee.jpg]
      [Image: 05d124bb92c9e2980ffe4aa79b7518d4.jpg]
    • Weapon I/O
  • [Image: 89ff4f0a32a1ada52e39104ba6f56c19.jpg]
    • Brushwork
  • There will be an underwater path to the armory from here.
    [Image: b6fd127412ca98309794be40eba6d850.jpg]
    [Image: 8f094360f054e707ce21eb73d00c527d.jpg]
  • Done
    [Image: d520ccf4c67ce9c32fb5b2f2358484df.jpg]
    • func_detail
    • func_viscluster
    • func_areaportal
    • Hints
    • Skips
    • Stair clipping
    • Place the rest of the minigames onto layout
    • Deciding map flow
    • Balance
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • When the map is done, begin playtesting sessions. Not releasing beta versions on the JB server, that's not how I do things.
    Hey guys!

    Apply for playtesting!

    I'm going to be changing the format of these forum posts. Since there is new spoilers (which they are amazing), I have the ability embend them, so the whole presentation will look a lot better.  I haven't worked on the actual map itself, I'm starting to take a different approach. Instead of adding stuff to the actual map file, I'm making seperate levels with the minigames, and then when they are all done, I'll just put the seperate levels into the main one. Taking this approach instead of the regular one makes me work a lot faster. And since I've not been working on the actual map and instead working on multiple different levels, there is nothing new for an overview, ect. Sorry.
    Done
    Done
    [Image: ce72f819ad4c35fd6790eb4cd4a362cc.png]
    • Brushwork
    • I/O
      [Image: 0127a3bfc9015a20f5647ac794b7c75d.jpg]
    • Finalize displacements
      [Image: fed06cdff6cc46f65037718d3158dfa5.png]
    • I/O
    • Weapon I/O
    • Brushwork
    • I/O
    • func_detail
    • func_viscluster
    • func_areaportal
    • Hints
    • Skips
    • Stair clipping
    • Place the rest of the minigames onto layout
    • Deciding map flow
    • Balance
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • Not started
    • When the map is done, begin playtesting sessions. Not releasing beta versions on the JB server, that's not how I do things.
    Hello guys!
    To start everything off, here is my long TODO list. The list includes the minigames I'm going to do. I won't cut any, neither will I add any more. 

    Cells
    • I/O
    • Player placement
  • Armory
    • I/O
    • Weapon spawns
    • Player placement
  • Vents
    • Brushwork
  • Medic
    • I/O
  • Optimization
    • func_detail
    • func_viscluster
    • func_areaportal
    • Hints
    • Skips
    • Stair clipping
  • Finish layout
    • Place the rest of the minigames onto layout
    • Deciding map flow
    • Balance
  • Sledding
    • Not started
  • Surf
    • Not started
  • Bhop
    • Not started
  • Deathrun
    • Not started
  • Slide race
    • Not started
  • Longdrop
    • Not started
  • Russian Roulette
    • Not started
  • Course
    • Not started
  • Climb
    • Not started
  • Strafes
    • Not started
  • Hockey
    • Not started
  • 4 squares
    • Not started
  • Warday area
    • Not started
  • Snowman shooting range (last person to kill their own snowman *completely* dies)
    • Not started
  • Playtesting
    • When the map is done, begin playtesting sessions. Not releasing beta versions on the JB server, that's not how I do things.
  • Keep in mind the map is very early in development, don't let the amount of things listed make you think the map will never be released. I like to take my time with maps, and give the best quality to players. I'm estimating the map will take around 2-5 months to be released as the final version. The beta would probably take 2-4 months to get out, then playtesting takes awhile because I want to take as much community feedback as possible.


    Time for the screenshots!

    Overview
    [Image: a685c9c250d78e16d50fc17c4f37edc2.png]
    With labels
    You can see I've gotten a lot done since the last overview. I mainly focused on cells this week, and most of the stuff done on the left side I just did ~4 hours before I posted this. 

    Cells
    [Image: f7e439c901a982b85c9fa11c8a755259.jpg]
    [Image: 9440472be59b723e5d323117a12c2365.jpg]
    [Image: da7aec99350ab7e32321eebb0627cd44.jpg]
    As you can see, I've gone for a wooden cabin theme. I tried to make the inside as cozy as possible, and I think it works pretty good. You can't see how cozy is really is because the lights don't have any effect until compiled. Also, each of them is rotated unlike the others, which makes them look pretty cool.

    Medic
    [Image: 1cd8b2f28b1e9f82c441a97b6d2bfa6d.jpg]
    Very simplistic. I have some medic stations from BlackMesa, but they wont be used how they are in BlackMesa. The medic will still have the same functionality as any other JB map, so when you walk into it, you will automatically get healed.

    Minigame hub
    [Image: 49ebd161ae2a59e918231ab14eedd435.jpg]
    With lines/door outlines
    [Image: e483f4efcce60f54dd79404a3b95cd03.jpg]
    With lines/door outlines
    [Image: e627c51f0db96d3d56812c853690772d.jpg]
    With lines/door outlines
    [Image: 49728a4ad694e2f688890cc6ff983a96.jpg]
    With lines/door outlines
    This area will be the pathway to all of the minigames. The slide race entrance is to the right of the picture (metal door). I have a pretty good idea for what I'm going to do for it. I'm going to use a ice texture for the slide race and strafe race for 2 reasons. 1, because they look good. And 2, because they make sense. To the left of the slide race entrance you can see a pathway just leading to a building. This is going to be the way in for most of the minigames. I'm going to make an office theme that leads to each minigame, and I think it will work well. The first thing you will see will probably be Russian Roulette. To the right of that is going to be BHop. For BHop, I'm going to make the ceiling look broken with snow coming in, and the platforms will be ice spikes. Of course, there will be more minigames in this area. I just haven't sketched them out yet. On the left parking lot, you can see another indent where the other entrance for minigames will be. This wont be connected to the other entrance, and will have different minigames. The only one I currently have sketched out is DR. 

    Climb
    [Image: 81fa373530bef5de1719aee877dcd5c6.jpg]
    This building will house climb inside. I'll probably change the glass texture of this building to something more transparent, so if CTs wanted to watch inside not from the top (which is where they will be!), they can try and see from the ground. It wont be that effective, but still a nice thing to have. I won't have a separate "easy" and "hard" climb. I will do what I do with my course maps, and just increase the difficulty as they progress. 

    Vents
    [Image: 7d71977c61383cc1304d5d686d3ec43e.jpg]
    In the end, I will have a total of 2 vents. One of them will be near the cells, as a fishing hole that you can go down into, and swim into a cave which cant be seen and the only way you get back out is to get in another vent which leads you to somewhere else (not here, not armory, probably a minigame.) In this picture (vent to armory) I have the vent covered, so if you got here and are still alive, you might get lucky and get some cover from the sandbags. These vents will not allow you to stand up, because of how short it is. As I said in Update 1, this vent will drop down into the armory, so you can't get back out. 

    Thanks everyone, I hope this update was good for you. For me, I felt like I really didn't get a lot done since the last time, but tell me your opinions on the new stuff! Thanks a lot guys!
  • Hello! I'm going to start doing weekly updates for my JB map (now named Whiteout) and Course Peek every Friday/Saturday/Sunday.
    Overview
    [Image: 62411ea3d71e66916cf8ca040493a99f.png]
    View full

    This is all of what I've gotten done so far. You can see in the bottom right, is the armory. The mid section with the trees and boxes is going to be used for prisoners trying to sneak into the armory. On the right of the building midway, you can see there is 4 boxes blocking the line of sight. This was done so prisoners exiting the armory wouldn't get shot right away, and have a fighting chance. Up above that, you can see a campfire. This is going to be the "middle" area, like in other JB maps. Up above that is where jail cells are going to be. Jail cells are going to be cabins with 3 spawns each. To the right of that is the button, you can't see it from this picture, but in a following one it is visible. Everything else is being thought out. The snowpile on the left might be the medic. Either that or to the bottom left of the Armory.

    Armory
    [Image: 4031072097ebe0bb3c2e54caa8f501f9.jpg]
    View full
    I'm using boxes to hide all of the weapon cases. The boxes really fit in with this room, since they are filled with AK47's. There will be a door that opens only from the inside (like in office). There will also be 1 vent, but it will be a drop down vent from the ceiling. Once you drop down, you can't get up. I might add a button that only CT's can press to get into the armory. Most of the weapon crates are placed so you can actually get ontop of one, and have some cover. Really nice prop, if you're a mapper, I'd recommend you use it.

    Outside Armory
    [Image: 5339dc2b6d628494ca70a5fd37370056.jpg]
    View full
    What you see when you exit the armory. Now you see what I mean by cover. I might add some bushes so you can go from side to side, but right now its pretty good.

    Cells
    [Image: 32e190d7fde7455937c417cbb7254db1.jpg]
    View full
    They aren't in yet, but as I said previously, they are going to be cabins with a sign next to them that says "Cabin for sale" or "For sale". Most likely I'll place them farther down so I can have more space, and so CT's have the advantage. 

    Cell Button
    [Image: 330985f8e07856ea4014c64744f86646.jpg]
    View full
    The button model is placeholder right now. Also, this hole room is placeholder right now. One vent entry MIGHT be here, I don't know, this map is still very early in development.

    Other
    View full
    [Image: cf2f614652412edd4210cdefb8938e9b.jpg]
    Pathway to the minigames. I don't really know what I'm going to do here. I'll probably do some sort of indoor snow forts, indoor buildings, ect. 

    Minigames planned: (Of course, I'm going to do more. Just things off the top of my head.)
    Sledding/Skiing 
    Surf
    Bhop
    Maze
    Slide Race
    Strafes
    Longdrop
    Climb
    Course
    Deathrun
    Roulette
    50/50 ?

    Thanks, and I would really appreciate feedback. It keeps me going!
    Also thanks again for everyone commenting nice stuff on my previous threads, It really gives me a boost Smile
    Reply
    #2
    these maps are A+ nice work on just this one update!!!!! Smile
    [Image: EmTbmQo.gif]
    [Image: 8468e263f4a266c46b9c6e1439bf79e5.png]
    Reply
    #3
    Alright for game suggestions. I'd advise you to either do just one or no games that completly rely on chance.
    Don't make your games take too long to do. People don't like mazes.
    [Image: XFyJpnV.gif]
    Reply
    #4
    (12-05-2016, 12:20 AM)boppin Wrote: these maps are A+ nice work on just this one update!!!!! Smile

    Thanks a lot man
    Reply
    #5
    (12-05-2016, 12:21 AM)Tomatoes Wrote: Alright for game suggestions. I'd advise you to either do just one or no games that completly rely on chance.
    Don't make your games take too long to do. People don't like mazes.

    Yeah, that's why I put a ? next to 50/50. Thanks for the other advice.
    Reply
    #6
    (12-05-2016, 12:21 AM)Tomatoes Wrote:  People don't like mazes.

    THATS A FUCKING LIE, l LOVE MAZES!!!!!!!!!!!!!!!! WAY TO SPEAK FOR YOURSELF MISTER!!!!!!!!!!!!!!!!!!!!!!!!!!
    Reply
    #7
    (12-05-2016, 12:23 AM)h8cod Wrote:
    (12-05-2016, 12:21 AM)Tomatoes Wrote:  People don't like mazes.

    THATS A FUCKING LIE, l LOVE MAZES!!!!!!!!!!!!!!!! WAY TO SPEAK FOR YOURSELF MISTER!!!!!!!!!!!!!!!!!!!!!!!!!!

    lol
    Reply
    #8
    thats a lot of maps man, and your pretty new to the community keep up the good work!
    Reply
    #9
    (12-05-2016, 12:23 AM)h8cod Wrote:
    (12-05-2016, 12:21 AM)Tomatoes Wrote:  People don't like mazes.

    THATS A FUCKING LIE, l LOVE MAZES!!!!!!!!!!!!!!!! WAY TO SPEAK FOR YOURSELF MISTER!!!!!!!!!!!!!!!!!!!!!!!!!!

    I mean, you are the only one.

    Also nice progress

    Reply
    #10
    (12-05-2016, 12:30 AM)m0nster.eXe Wrote: thats a lot of maps man, and your pretty new to the community keep up the good work!

    Thanks alot :)
    Reply


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