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CSS&DOTA2
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So… Long time no see, eh? Apparently Hannibal was feeling particularly enthusiastic this last month as he published 7 news in a row without allowing me to ramble about anything!
As far as I know Hannibal is polishing his prefabs tool and getting it ready for release. Right now he is trying to find a good name for it that can be easily googled without stomping upon millions of non-related sites, not only from Hammer Source, but also that just sell rubber hammers or talk about natural sources of water… XD
Anyway… I wanted to use this rant to answer a question I get frequently asked this days:
“Is <Introduce Mapper Name> still working on <Introduce Map Name>?“
And the answer is: “Yes.“
Hannibal already started ZE Last Man Standing sometime ago (and was looking good). He stopped in order to fix/improve his older maps to leave them as polished as possible before moving on. Paranoid being almost remade from scratch took a big amount of his time; and then he thought about doing the Prefab-Sharing program wich also took his attention away from Last Man Standing. But yeah, he is still planning to do and finish LMS, and he is really looking forward to start working on it again.
Luffaren is still working on his new ZE map. I promised around a month ago to write about it with more info; but then Hannibal striked with his ninja posts and I didn’t want to displace them. On top of that I talked with Luffaren about the possibilities of sharing some video, images or even info about his secret project, and he agreed… but then he couldn’t decide what to show and what not since he really doesn’t feel like revealing too much. Not even the theme of the map!
I can tell you, however, that he is working very hard on the map. He is trying to break all the limits Hammer has to offer! Right now I think he is aiming for something like 12 Stages with a different Boss Fight each!
Eddie (whom I didn’t see for a couple of months) told me this past week that he was working on a new version of Hypernova. He wants to fix the issues of the map (including some exploitable cargo elevator or some laggy green houses); but he is also working on expanding the map with new things. What kind of things? I’m couldn’t tell for sure; but apparently he wants to add more paths (randomizing them to some degree so is not like the current situation where there are 2 paths but everyone takes always the same one) and even adding new endings.
And about myself… Would you be surprised if I told you I had been slacking once more? No? Then maybe you will be when I tell you I haven’t! I have been working on ZE FFVII Junon!
Now, calm down everyone and hold your horses… Still a long way to go; but the map has seen some progress as I have worked around 20-30 hours on it this past week.
I would share images or more detailed info; but there isn’t really anything worth sharing at the moment. If you want to get an idea what the map and paths will look like, feel free to google for a FFVII Junon video, since I’m trying to make it as close to the original as possible.
By the way; I know CS:GO is getting really close and some people are curious and/or worried about what will happen. Well, I can only speak for us, but so far the plan is finishing our current projects for CS:S; so you shouldn’t worry about LMS or Junon being CS:GO-Only.
And about porting maps like Mako Reactor or Predator to CS:GO… All I can say is that currently there are no plans on rushing the ports; but I can see them easily happening if there aren’t too many entity incompatibilities that need to be fixed (wich could be a big issue for some of the maps).
However, with the current maps and ideas that have shown already on CS:S as a reference, the new possibilities that CS:GO brings (like increased limits or new and usefull entities), and the fact that it will be a new game on the light spot with Zombie Mod as a default mod (instead of a third party underground project) I can only start to imagine what maps will appear for CS:GO – Zombie Escape.
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