de_dust_2_changes in the works

masterw3

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Feb 1, 2010
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216.52.143.147
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(i think i got this figured out, BZ2 on the redirect, NO BSP on the redirect, it should be fast now.)
i need to figure out the command line for the redirect.. i messes that up apparently
new to sourcemod too.. so any tips would be helpful

any screenshots you care to post here, in case you decide to share tactical information regarding the different door positions, go ahead.

I'm breaking the links until this update gets sorted out.. every time i start mapping, they come out with an update, and it does something to my server, or SOMETHING.. that now will not allow it to run my stuff.. so until i get it to run on my server.. i'm breaking the links.. sorry.
trickle down updatonomics.

(Download Normal Version HERE!) <-- it's alive !!!!!
(Download HDR Version HERE!) < --- not yet.. waiting until server is updated for certain.. then i'll unlock it

in a land far far away
there was a request for de_dust_2 to go through a de_changes phase...

back when de_changes_1 was being worked on, and before de_changes_1's rebuild became de_changes_2...
"can you make the doors be open at different angles like in de_changes?"
I said "yes", but never did it, as i was wanting to complete that map first.

I added 7 extra spawns per team to accomodate higher player counts, I remember the days of spawning inside other players.

Map is complete, all doors at the beginning of each round will flip a coin, heads they are as they are, Tails they flip to be opened in the opposite direction.

de_dust2_changes_1b0000.jpg

de_dust2_changes_1b0003.jpg

de_dust2_changes_1b0005.jpg

de_dust2_changes_1b0015.jpg

de_dust2_changes_1b0016.jpg



this will have some interesting effects on gameplay, since the B site will be defended as you would with either Source, or 1.6.
Short will be snipable or not, if it is not, Short A by the T's will be stormable , but lower tunnels will be easier to access by the CTs.
Long A doors will have it's own different defenses, since the side to which you can hode behind the door will be reversed at random, on both sides.

Now that this project is complete, i can proceed to work on de_dust_2_flipped again.
You ,might have to go left, instead of right, to get to long a, or you might have to got back and to the right, instead of forward to the right.. or.. ooohhh i can see people turing the wrong way, and getting shot in the back of the head already.
 
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I tried modelling once and failed, and couldn't make a simple room in Hammer. I made one but it had no floor or roof.
 
uhh the door thing is spectacular - that is an amazing feature for that map
 
216.52.143.147
THAT is where i will host it.

any =eGO= members want admin access. let me know.. been forever since i had a server for testing my toys on...
until i learn how to integrate it so that eGO's that already have universal admin could have it there, i'll have to do it manually...
think of it as ANOTHER =eGO= server.

i may have to set a few settings.


but so far the map cycle is going to be
de_dust2_changes
de_changes_2

eventually i'll slap up the sport_hockey map and de_changes_1 once i get it done someday.
 
yea, that was kinda the original person's idea... to make dust2 more interesting.
a shame i can't remember who that was that suggested it.

if you like the idea of the doors changing...
check this map out

http://edgegamers.org/forums/showthread.php?t=162853

it's where the door thing came from.

doors open at different angles every round, changing how you attack/defend bombsites.
there are FOUR bombsites, only TWO are active during any round.
There are a few minor passage changes every round in the centerpiece hotel.

try not to get flattened by the train.:chair:
 
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uploading what should be the final version now... NORMAL version and an HDR version.
gonna add the zip files to my website for download if the server isn't on the map version you want.
 

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