Another day, another update. Today, we focus on the exterior of the woodside apartment complex. Now, this name might be familiar to those who’ve played Silent Hill 2. I’ve retained the original design of the apartments from Mecklenburg, however, I added a touch of Silent Hill 2. See for yourself.
Only the exteriors are done. I’ll be doing the roof of the complex when I’ve finished the interior. Tomorrow I’ll be focusing on the interiors. Also, we’ll be dropping the Alphabetical naming scheme from mecklenburg. We’ll start to use room 101, 201, 302, ect… This is to reduce confusion with other properties. I’ll probably make models for the signs too! Anyways, stay tuned for updates! I’ll update again when I have some considerable work on the interiors.
You heard it fellas! Mecklenburg is getting the source treatment. The original layout will remain, however much of the map will change. The entire map is being made ground up. I’m redoing all of the geometry, as well as redoing the textures. I’ll also be making some models instead of just using HL2/CSS/DOD:S content.
Today we’re focusing on the PD. The police station of mecklenburg was one of the most important buildings of the map. Here, I’ve redone most of the interior, but I tried to keep the original layout as much as I possibly could. I also made a few new textures to cope with source. The police station is technically larger than before, however, most of the interior space is spent on decor. The final police station will have the following features:
- Lobby Area including benches, payphones, and lines.
- Jail area with 3 cells. 2 of these cells can contain 4 people each.
- Interrogation room with one way mirror.
- Chief’s office.
- access to rooftop and side alleyway.
Some of you may notice that the back offices and the forensics room is missing from this list. Right now, they are not part of the design of the PD. They may be added in later if I can muster enough space while wrestling with the limits of the source engine. For now, they will remain absent. These pics are a work in progress, so they may not accurately reflect the final design.
The release of this map won’t happen for another few months. I hope to get tons of work done before I head back to school.
The day is finally here!
+Fixed many graphical and gameplay bugs around the map.
+added cirno’s steakhouse
+Added Steven AF storage
+Added Term Electronics (And a server rack in there)
+All shops now have names instead of generic names
-Bar -> Eden Hall, Chase Bank -> Holo’s Holdings, MCMD -> Scared Heart Medical Center, Mall -> Xfactor Mall
-Wawa-> Wan Wan Wagnaria, Flower shop -> Le Petit Pede, Laundromat -> Penny and the Jets, Gunshop -> Harabec Harms
-Diner-> Vlado’s, Hotel -> Galbadia Hotel, Office Complex -> Mensah Plaza, 1337 building->Fjmaps designs, Church -> Church of saint kilroy
+Numerous banners have been added to the map
+More ambient sounds have been added
-It’s Gendou – Fjmaps saying it.
-Gendou’s Theme song – Soul Education with FJmaps saying, “Oh Baby”
-Wan Wan – OP for Working!!
-Cirno’s Steakhouse – Cirno’s Theme song
-Eden Hall – Bartender BGM
-Galbadia Hotel Theme – Harvest Moon Hero of Leaf Valley Fall theme
-Taleisin Library Theme – Harvest Moon HoLV indoors theme
-Fire sounds for the fire
-Vlado’s Theme – Plush by Stone Temple Pilots
+Gendou’s Deals on Wheels added
/Nightmode no longer has ad patches
/More detail texture support
+Added Shinra power company
-Can turn on/off the lights in the map from there.
+Added new manhole texture
+added Mystery of the Druids back in
+Added test chamber and meeting room in lab
-Removed top portion of the lab
+Expanded sewers a bit
+Most lights and sounds can be toggled on/off in the map
+added police radio back in the map
/fixed reversed textures
+added apartment I from MecklenburgV5A6
-took out armory in apartment C and replaced it with another bed
+added doors to close bank
It’s been a long time, but it’s finally here. I’ve been lazy, I’ll be honest.
This will be the final version of Mecklenburg, you can check the changelog above for anything that has changed from Vrain Final. In this version, I’ve included some plugins that are more focused for developers to integrate parts of the map into the plugins. Some features will never work, like stopping the rain. Ask the TS dev team about that one. I’ve tried a ton of stuff and I give up. The current way I have it makes it so that rain particles ghost into the world. Other than that, the day/night cycle works perfectly. This map also has support for detailed textures. Check the included readme about enabling those.
Other than that, I’m glad to see how much feedback and how many changes this map has had over the many years I made it. Too bad TSRP is pretty much dead now, I kinda doubt people will even notice me posting this. I’ll be including a video of me running through the map and all of it’s features sometime soon. I’ll also include any sorta dev comments I have on the map too. The map will be added to the regular part of the site when I have time to do so.
This is most definitely the last version of MecklenburgV. I couldn’t pass up using the new compiling tools, VHLT, to get the lighting down.
MecklenburgV_Rain_Final has been released! This is the final iteration in the MecklenburgV Series. I will still not release the source for now. The source of the plugins can also be used as a framework in other RP mods, I will not support them though.
Changelog from Rain_B8
+Added more rain
+Made map plugin
+Added detailed surfaces
The plugins are only needed for server operators. Honestly, they arn’t even needed to even run the map. However, to have all of the features that MecklenburgV_rain has to offer, these plugins are perfect. The plugins have support for day/night mode, (set automatically/manually), the ability to turn the rain off (with some graphical bugs), the ability to turn the indoor lights and outdoor lights off, the ability to set the brightness of the outside lights, forcing the player to run with detail on, and the ability to toggle the maps fog. Server operators must check MecklenburgV_Rain_Final.cfg in the map directory for further instructions on the map’s Cvars. The commands for the plugin are as follows:
amx_setlights – <a-z> – Sets the brightness of the outdoor lights, Z – Brightest
amx_togglefog – Toggles gl_fog 1/0 on clients, used for night time effect.
amx_toggleoutdoorlights – Toggles the outdoor lights on/off
amx_toggleday – toggles day and night mode
amx_togglerain – toggles the rain on and off (incl. thunder sound)
amx_toggleindoorlights – toggles the indoor lights on and off
Nerv A was the first campaign of the NERV set of maps. It’s mostly likely the last considering what type of feedback I’ll get on it.
I wanted to personally thank the people on the Obsidian Conflict forums for bugging me to finish this map.
Description: NervA takes place during the sequence of events of the popular anime movie, The End of Evangelion. Players find themselves working as NERV personnel in Central Dogma and their mission is to defend NERV headquarters until the bitter end. The commander of your squad however, may have a different goal in mind.
Requirements: Obsidian Conflict and Counter Strike: Source, only found testing stable at 4 people.
This map only uses some materials and weapons from CSS, I’ve had testruns where people didn’t have CSS, and were perfectly able to play the map, while missing some sounds and having some purple circus.
- Around 8 scripted weapons and custom ammo
- custom skins for Nerv and Combine forces
- Puzzles that don’t require Co-Op
- Co-Op Gameplay
- Tons of Custom Materials
- A one hour campaign
- Based in the Evangelion Universe
- Tons of custom SFX and BGM
- Certain Events differ on Gameplay
- Scoring system and grade system at the end of the map
- Hardcore Mode
- Difficult end bosses
- Familiar scenes
- Hard as balls gameplay
Known Bugs: Some mis-materialed surfaces and minor bugs.
Credits: In game
Please be sure to give me feedback on the map, you can do it in this thread, via E-mail(Funjob@fjmaps.com) or post in the thread here OC forums.
It sure was a lot of fun working on this map, sorry I couldn’t get this thing out sooner.