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[MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Thu Jul 29, 2010 9:27 pm
by Sparky
I made this because someone requested that I add more cliffs to bloodgulch. I hope you all enjoy, it took me half a day to make!

Once again, I chose to make Bloodgulch into a scen object, rather than making a level out of it. As such, there are no light maps and no BSP. You can use any tags from this mod, but I would like you not to recycle the music. I added this music as a preview for the Galaxy Wars soundtrack. Since I will be using the music for Galaxy Wars, I would like you not to use it. Thanks.

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Version 2.0
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The tunnel entrances are camouflaged, so to speak, so that you will have to put some effort into discovering their locations. I didn't develop the tunnels at all, I'm leaving this up to you guys -- that's right, this is a template, not just a mod release. All the materials are fixed, and everything is where it should be, as far as I know, with the exception of the King of the Hill points and race track points. If you want to use these gametypes, you'll have to change offset 910 in HexEdit from 00 00 to 7F 15, then open the scnr editor in Eschaton and add +3 to all the z coordinates of those net game flags (use the arrows in the scnr editor, it's easier that way). Remember to revert the value to 00 00 when you're done with the Eschaton scnr editor so you don't see the original bsp.

You can edit this map as-is in SwordEdit, but you'll have to adjust that hex value of the bsp in order to load the map within Eschaton's scnr editor.

So let me know what you think!

http://www.halodemo.net/wiki/Mod_Databa ... ch_Tunnels

Re: [MOD Template] Cliffgulch Tunnels

Posted: Fri Jul 30, 2010 6:59 am
by Amy
So there are more caves? Dude that is epic-sex....

Re: [MOD Template] Cliffgulch Tunnels

Posted: Fri Jul 30, 2010 9:13 am
by Sparky
Many players tested this with me, including Sgt, Bubb, and Hawk-Eye. I'd like to thank them for their time and enthusiasm.

While testing, we discovered that one of the tunnel entrances is difficult to exit through. So what I'll do is adjust that exit to make it easier to use.
Also, the map size is generally the same, but since there is so much more area to explore both above and below ground, it will seem much larger and therefore require more teleporters and likely also vehicles. I'll demonstrate by adding lots of vehicles and some teleporters to the more difficult-to-reach locations above the map. So essentially, I'll revise this to make it much more fun :|

Re: [MOD Template] Cliffgulch Tunnels

Posted: Sat Jul 31, 2010 12:54 am
by Fonzeh
Noice sparky! Don't forget the AI though man, I got the cheese if you got the burger.

Re: [MOD Template] Cliffgulch Tunnels

Posted: Sat Jul 31, 2010 9:26 am
by tokage
Well that's weird... My response to your PM has just been sitting in the outbox. O_O

Re: [MOD Template] Cliffgulch Tunnels

Posted: Sat Jul 31, 2010 9:31 am
by Excend
It stays in the outbox until it has been read, then it goes to the sent box.

Re: [MOD Template] Cliffgulch Tunnels

Posted: Sun Aug 01, 2010 7:34 am
by Amy
I want more tunnels.

Re: [MOD Template] Cliffgulch Tunnels

Posted: Sun Aug 08, 2010 7:05 pm
by Sparky
Amy wrote:I want more tunnels.
Added more, but still not enough.

There is a secret tunnel, where it's only the collision, not the model. Explore at your leisure whilst I add more secret passageways.

http://www.halodemomods.com/wiki/File:C ... review.zip

Hint:
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EDIT: Version 2.0 is out and has a visible model added to this hidden area. If you want to keep the trick walls, use the above download link for the Preview mod, but if you want to see it how it is, then download version 2.0 (same link as the first version release).

Hint, revealed:
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Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Mon Aug 09, 2010 11:05 am
by Kayar
Whoa! :shock:

I shall have to download this sometime...

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Mon Aug 09, 2010 11:38 am
by Mgalekgolo
nice. but why cant i put it into sc???
sept with weap spawning

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Mon Aug 09, 2010 1:39 pm
by Sparky
check to make sure the bloodgulch scen object is visible in the level. you might need to set its coordinates off by a lot. use swordedit instead, andzoom all the way out.

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Mon Aug 09, 2010 1:41 pm
by Mgalekgolo
testing with giant tree that blocks the path...

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Mon Aug 09, 2010 1:49 pm
by 002
Good map. I'm downloading it.

Edit: I found the hidden tunnel. It didn't take very long.

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Mon Aug 09, 2010 2:04 pm
by Noodle
Very cool, Spark. Kinda looks like some sort of Japanese underground bunker during WW2.

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Posted: Tue Aug 10, 2010 6:45 am
by Mgalekgolo
i wanz a giant hill (:
but no the new one looks great.
addition into sc succesful btw
i got 2 in