jb_bunkner_b5 update thread (1 Viewer)

hehe troll

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hey ho

it's been a while since i last showed my face on the forums.
im silently working on Bunker with bits and pieces, here's some screenshots:

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The Main Cell area - Reworked

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This is the cargo area in between Disco and the exit secret. The vent to the left leads to one of the cells and the opening to the right leads to the soccer - train tunnel.
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The new escape exit.
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Two podiums + opened Sawblade Madness

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Widened Class Crush doors + less choke-y blue side (gonna add a single box for sightline cover) + catwalk towards the Soccer area

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Slide has been re-opened and reused for Vs. Sentry

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Obby to Heaven has been extended. (the giant ERRORs are huge poles that aren't on my laptop -- they are on my PC at my dad's)

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The area that was once Invisible Maze is now reused for Stairway to Heaven -- because Invisible maze received.. - ahum - massive negative critism.

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There is now a Theatre and Bhop.

The lighting in most areas has been reworked, plus I've added some more detail + decals.
 
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The Blu side Fall Game has been opened up to make it less choke-y. Before it was just one tunnel leading to certain death. (don't ask me why i didn't do this sooner)

+ there's a new entrance into armory, i will not spoil where.

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a cover was added for REDs teleporting into pool, making going this way less of a certain death + Box Game and Pool have been connected via a small tunnel.
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Bumblebeam now has 4 stages instead of the previous 8



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The tunnel close to Obby to Heaven and Diner has been widened

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Speedrun has got major improvements in terms of visibility and indicators.


and that was it!
feedback would be appreciated!
 
i am aware of the typo guys
 
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Remove those pillars please they are unnecessary and pretty ugly imo and it would seem to me that the warden would get rushed way too much and bump into these
 
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View attachment 29622
Remove those pillars please they are unnecessary and pretty ugly imo and it would seem to me that the warden would get rushed way too much and bump into these
good one.
do i just replace them with the same overhanging beams i use everywhere else?
 
good one.
do i just replace them with the same overhanging beams i use everywhere else?
Just removing the completely would be more pleasing to the eye (alkatraz Looks ugly with all those bars) and probs better Performance.
 
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best way to light up an area, bite me

anyway Vs. Sentry has been closed off as it wasn't very logical for a bunker to have it be open
 
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some doors added to make the map feel bigger than it actually is

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added indicators that falling down in the first part of Obby = death

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added a way for blues to look at & kill reds in 9 square
 
ummmm
an "incident" happened.
 
You cant just, leave me in the dark like that, Troll, considering im the one the was probably the most interested in it.
 
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You cant just, leave me in the dark like that, Troll, considering im the one the was probably the most interested in it.
hehehehe

no okay um, i can't load it up in hammer anymore. so that probably means im gonna have to use other means :(
 
For people that are following this thread, here's the poll to add the map to the panda jb rotation.
 
im sad to announce two things:
1. bunker has too many edicts (aka objects) which makes putting it into a 32player server really difficult, thus the poll has been declined, which is completely understandable.
2. the external SSD drive on which i have the latest version of bunker saved, has gotten corrupt after i let it fall on the ground. the .vmf file (the file extension that is used to edit the map in Hammer) AND the folder to my maps have gotten corrupt too.

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The folder of where ive located my map being corrupt (literally translated: "The file or folder \Game Screens\Team Fortress 2\custom texture shit\maps\jb_bunker is damaged and unreadable. Execute the help program CHKDSK.")

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CompilePal getting stuck on the compile (because it cannot read past the errors shown down below)

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The .vmf file of jb_bunker_b5b before any edits

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Trying to load the .vmf file after deleting all the faulted entities

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The autosaved .vmx file renamed to a .vmf file

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Trying to load the decompiled .bsp file that is located in my /maps folder


sooo.. i can't edit it either. my dad does datarecovery and is currently looking at my external drive.

progress on jb_bunker is postponed until further notice.

have a nice day,
hehe troll
 
good news, managing to use a decompiled version of the last .bsp file i have, i can work on bunker again.
my main goal now is to reduce edicts to below 1450, and ive already removed all of the prop_dynamics on the map, which was the biggest waster of all the edicts.
 
Erm, stop necrobumping. THANK YOU!!!!! (Jk, keep up the work!)
 
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Holy shit guys, will Bunker finally come back? Tune on in! (Troll I swear to god if you somehow lose this again.)
 
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mmkay, biggest issue im running into is prop_dynamics. (basically props with extra functionalities, like resizing, being able to change on a dime, being able to be parented to another object, basically a prop that can move, change)
im using a lot of prop_dynamics in my map, resizing them. these too count towards the edict limit, but prop_statics don't. im trying to find out a way to resize props without having to use a prop_dynamic, but that'll probably have to wait until tomorrow.
ah well, at least ive made some decent progress.
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i did manage to get it down by around 80 edicts just by merging and deleting.
 

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