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thorgot

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  1. Workshop link Direct Download ===Additions=== Add ice climb. Add snowball target game. Add toggleable teleporters from cell block to surf and ski. Add a few snowball mounds outside. Add a snowball-related secret. Add a secret with a sprite trail. ===Bugs/Tweaks=== Make climb damage buttons affect race fall damage as well. Fix infinite ammo deagle which Valve kindly broke in the DZ update. Add teleporter under spiral stairs to free people who get trapped when spawning in late. Convert start, stop and reset signs to models to improve performance. Fix recall in ski to teleport players in entrance and in the pit. Change lighting to HDR. This should help with client crashes when changing to and from this map.
  2. Amazing mapper ty for arcadeeeeeeeeeeeee

  3. Released an update today, mostly a bunch of bug fixes and tweaks, especially to fix the lag in climb and the exiting bug in csgar.io, but also a bunch of small quality of life additions. Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1484815067 Direct download link (gamebanana is down at the moment): https://www.dropbox.com/s/zcsndc7t9atpazc/jb_arcade_b3.zip?dl=1 Change list: New Add portals on catwalks so CTs do not have to use the portals on the ground floor. Add difficulty signs to strafe jump and surf. Selection of HUD text color is now saved between rounds. Spelling bee now plays a sound when the game is started. Add tooltip to flight secret to tell the player they can inspect their weapon to toggle it on/off. Add mp5sd to armory. New, crisper skybox image. Made by ph1l-dk. Add winner quantity buttons to decathlon and surf. Added launcher pad to entry hall. Tweaks Lower colors difficulty. New round times are 4.5s, 4s, and 3.5s for easy, medium and hard. Before they were 3.5s, 2.5s, and 2s. Label portals with where they lead. Prevent cell vent from being noticably open or closed. Portal open buttons are now gray before the cells are opened to make it clear they cannot be pressed. Make last block on hard strafejump easier to see. Move climb portal teleportation target to prevent players from running forward into toxic water. Move awps down in armory so you don't have to jump to pick them up. Make flight secret move you faster to make it more useful. (Thanks for the idea, Tethys.) Make decathlon walls and gate thinner to make them less damage resistant. Teleport players to center of colors when colors is stopped during the ladder command. Add mipmaps for posters and spelling bee keyboards. Add cubemaps. Bugs Fixed Fix players getting booted from csgar.io for no reason. Prevent massive lag when many players are standing on a donut by disabling collisions for donuts. Fix extra donuts spawning in climb. Fix start button texture looking terrible on low quality. Fix damage signs not resetting when round ends. Fix taking damage if you are right against spelling bee doors on the outside. Add solid brush under floor of csgar.io. On servers where you can fall through buttons you will no longer fall very far. Consolation prize for finishing cell minigame after all the prizes are gone is now teleported to you properly instead of falling by the stairs. Allow more strafing in colors for the run command.
  4. Map Suggestion Full map name jb_arcade_b2 Type of map Jail Break Link to map download https://gamebanana.com/maps/201241 Additional Information Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1484815067 Gamebanana Link: https://gamebanana.com/maps/201241 Welcome to Noiseland Arcade! From the creator of jb_undertale and jb_avalanche comes a brand new jailbreak map. Every cell includes a minigame just like on jb_undertale, and the first few people to finish are rewarded with teleports to vents and random spots. Those who finish later are given guns, armor or a sweet hat. When the cell doors are opened the cell minigames go away, so you have to hurry! This map features four completely new map games: CSG.ari.O, Rocket Tron, Spelling Bee, and Tap Terrorists. I also coded a new Colors minigame from scratch so I could add new commands and multi-action commands. I also created all the usual favorites, which you'll find in the list below. I wrote thousands of lines of code to create this map, so I hope you enjoy! ====Features=== CSG.ari.O Rocket Tron (4 players) Spelling Bee (16 working keyboards) Tap Terrorists, a competitive clicker game with upgrades 9 Colors with multiple commands at the same time Cell Minigames: Surf, No-Jump Climb, Water Race, Lasers, Longjumps, Bhop, Strafe Climb, Ice Climb, Normal Climb Decathlon Strafe Jump: easy, medium and hard; 0-20 damage Surf: easy, medium and hard; 0-20 damage; recall and gate buttons Extreme Jumprope (Jumprope combined with 4 colors, with the colors changing positions every round) Strafe Climb, Easy Climb, Medium Climb and Hard Climb Disco Many secrets and vents ====Credits==== An sG community map created by thorgot. Music by Darren Korb (Bastion), Danny B (Necrodancer), Daft Punk (Tron), Jeremy Soule (Morrowind), Shuki Levy (Super Mario Bros Show), The Who (Pinball Wizard) Car model by Ronnie's Cars Arcade machines by Spicy Apples Some textures by Curre and Koga73 Some icons designed by Freepik and Scott de Jonge from Flaticon. Compass rose designed by Ahkam Globex and Nuclear Plant posters by Dave Perillo All rights for The Simpsons belong to Fox Broadcasting Company In order for player invisibility in climb and colors to work properly, you must set sv_disable_immunity_alpha 1. The map attempts to do this when it is loaded. Screenshots attached No
  5. Map Suggestion Full map name jb_avalanche_csgo_b7 Type of map Jail Break Link to map download https://1drv.ms/u/s!AkZq7CY9AQipbrCyv_t-f-NPj2Y Additional Information Valve broke dynamic lighting on 5/12/17, which as you may have noticed broke lighting on avalanche particularly badly. This update fixes that and a few other minor issues that I've noticed over the years. ===Additions=== Add silenced M4A1s and R8s to armory. Someone on the pg server suggested silenced M4s to me yesterday. Thank that guy. Add health shots. ===Bugs/Tweaks=== Remove dynamic lights to fix lighting issues caused by Valve's 5/12/17 update. Replace dynamic lights indicating that buttons can be pressed with dynamic button textures. Replace dynamic lights in Hot Potato / 4 Couches with sprites. Remove fall damage in surf. Add teleporter under cell block to try to fix elusive spawn point down there. Fix hockey reset buttons so the puck can be reset whenever the warden wants. Set hockey controls to require you look directly at them to reduce accidental presses. Name unnamed buttons to make admins' jobs easier. Add two more ropes at back end of climb room to make the experience more ladder-like and less dangerous. Remove annoying player clip next to ledge over climb/race. Make ice spiral stairs into func_details instead of func_brush to try to help a server where you can get stuck in them. Adjust armory and solitary button times to match door times. Adjust lights at ceiling of climb. Screenshots attached No
  6. Fixed and suggested.
  7. Map Suggestion Full map name jb_undertale_v1b Type of map Jail Break Link to map download https://dl.dropboxusercontent.com/u/21176831/maps/jb_undertale_v1b.zip Additional Information Version fixes the exploit where CTs in spleef when the round ended would retain low gravity the next round. It also added alternate ways to get the rocketjump shotgun and vampire deagle for servers which mess with the chat event those secrets use. Screenshots attached No
  8. I learned something new today! If you guys have stripper this would be even easier than a new map version.
  9. Based on this it sounds like it is just CTs, so this should be an easy thing to fix.
  10. Map Suggestion Full map name jb_undertale_v1 Type of map Jail Break Link to map download https://dl.dropboxusercontent.com/u/21176831/maps/jb_undertale_v1.zip Additional Information Finally out of beta! I released b6 just over a month ago, and v1 is just a few minor bugfixes on top of that. Here's the b6 changelog: Additions Added weapon station to the center of spleef in case some players don't get a weapon. Added cheese hat which can be obtained if you ???????? on the ?????????? and then ?????? the ?????????. Added mettaton c4 which can be obtained if you ???? to ????????? and then ????? the ????????????????. Added hkp to destination of strafe jump / backwards race vent to make it less suicidal to enter it. Made vampire deagle red when it's on the ground to make it stand out more. Bugs/Tweaks Rebalanced longjump dualies by reducing the longjump power, adding a max number of jumps (50), and making it recharge one jump per 25 damage dealt. Pressing the 9 Colors stop button prevents further damage from being dealt if a color is in progress. Reconfigured location-based secrets (rocketjump, vampire, dodge course secret, annoying dog secret) to no longer use targetnames, making obtaining them less prone to breaking. Reconfigured secrets that require you hold an item (rocketjump, vampire, longjump) to no longer use targetnames, making using them less prone to breaking and allowing you to use more than one at once. Reconfigured secrets that require you say something (rocketjump, vampire) to find the text within the chat string instead of comparing the full chat string. This should make it less prone to breaking with plugins that modify what people say to add colors or tags. Added player clip brushes to vent doors to help prevent players from getting stuck on the edges. Fixed counter of dodge course which was missing the horizontal middle line of the ones digit. Make armory wall even thicker to prevent guns being picked up through it. Make fence thinner above button area in surf, volleyball, and decathlon control so it reduces less damage on bullets shot through it. Annoying dog secret should no longer be invisible some of the time. Fix spleef sign guns and M4A1S sign in armory disappearing if you look at them from a certain angle. Dodge course sign is no longer a button that does nothing. Thanks to Tina for reporting this bug. Here's the v1 changelog from today: Additions Added a secret p250 in the only room lacking a secret. Bugs/Tweaks Re-added outer armory door button which went missing last version. Disable powers for longjump and vampire when the gun is stripped instead of dropped. Keeping them led to unfair last requests on some servers. Screenshots attached No
  11. Thanks for the feedback. There were some inaccuracies in your video. For example, your favorite deagle is still there, but it is still T-only to trigger. Another example is the dodge course counter. Like it says in the patch notes above, I changed it to only count people in the game once it has been started, to prevent CTs and freedays from standing over the edge and making it confusing. I'm also not likely to change the height of the rooms, which are deliberately higher than required to evoke a sense of grandeur. You didn't mention the addition of spleef despite walking into it and standing on the sign. The clip textures you pointed out are there on purpose. Some of them are related to secrets, some are not. Just because you don't understand why they are there doesn't mean they are a mistake. Also, you recommended waiting a month for the next version and say "It's not finished, it's not ready". I disagree because the map is now feature complete. There will be no more games added to this map, as I have hit many of the engine limits of CSGO (networked entities, brush entities, brush entity faces). Barring any crash bug, this is likely to be the last version for a while. Any subsequent patches will just contain bug fixes and tweaks.
  12. Map Suggestion Full map name jb_undertale_b5 Type of map Jail Break Link to map download https://dl.dropboxusercontent.com/u/21176831/maps/jb_undertale_b5.zip Additional Information Lots has changed since b2. tl;dr there's now a Paint minigame, a Spleef minigame, tons of new secrets and a new vent . Many tweaks based on your feedback on the forums here. For example, I moved the buyzone in armory away from the gun buttons, added more guns around the map, adjusted strafe jump and surf so they deal the damage before teleporting to work on your collision-enabled server, lowered the timer on the armory door, added a medic sign to the cell block medic, etc. You can reread this thread to see all the suggestions you guys gave me which made it into the map. Thanks so much for the feedback! Screenshots attached No jb_undertale_b4 and jb_undertale_b5 changelog Additions Created Paint between Dodge Course and Spleef. Use or shoot the canvas and then aim to paint. Paint has 9 colors and 3 brush sizes. It has a resizable eraser and a clear button. Added Temmie to Paint. She is rated tem out of tem. Bugs/Tweaks 9 Colors: Fixed BACK damage staying on forever if it occured during the easy first stage, causing death to all players. 9 Colors: Fixed MIDDLE never hurting players. 9 Colors: LASERS now only fires one of the two lasers, chosen at random. Converted pillars to models. Changed Dodge Course player counter to use vscript to fix issue where if too many players entered the game at once it would miscount them. Fixed issues with rocket jump, leech, longjump, etc items by using original event algorithm. This is less efficient but its simplicity means it should fail less often. Fixed bug with leech deagle where you had to move away, drop it and pick it up before it would start working. Reduced sprite limit on Paint to fix crashing (which occured in b4). The limit is dynamic and depends on the number of players and weapons spawned on the server. jb_undertale_b3 changelog Additions Spleef with three weapon options: mag7, scout, and r8. Spleef shuts off automatically when there is one player remaining. Bugs/Tweaks Reduced the last jump of Backwards Race Course 1 by 7%, making it possible to complete without airstrafing. Make pixel climb platforms in cells twice as big to make it less aggravating. Dodge course counter now only counts those inside the game. Increase distance between last lavafalls in dodge course by 20%. Add another round to 9 colors which is slower than the existing two. Added laser sound when the lasers come up in 9 colors to make them easier to react to. Add medic sign to cell block medic to give people a hint that the save stars heal you. Reduce height of climb section of dodge course so you don't have to crouch jump to get onto it. Prevent surf from recalling you if you're just standing at the entrance. Reduce armory door close time from 10 seconds to 5 seconds. Decathlon recalls to start instead of loser podium. Fixed decathlon damage buttons not affecting surf or climb sections. Disable dodge course music once there are 0 players left in the game. Fix dodge course recall to recall people in the climb area too. Prevent picking up guns through the wall of armory if they're dropped right in the southeast corner. Adjust the R in HARD signs to make them look less like the letter A. Make armory door texture symmetrical. Make volleyball room brighter. Make volleyball slightly more reliable (hopefully). Volleyball and decathlon damage now goes through armor, preventing pardoned rebellers from having an advantage. Move buyzone away from armory buttons so people who have cl_use_opens_buy_menu 1 don't accidentally bring up their buy menu. Move hurt triggers in strafe jump and surf to the lava to prevent servers without noblock from causing too much damage upon failure. Cell minigame disabling moved to when cell doors are broken instead of when cell button is pressed. This should prevent people from becoming trapped if the server breaks the cell doors through a plugin. Guns/Secrets Added a conventional vent to one of the cells. If you camp in this vent for too long you start taking damage. Added longjump to the weapon in the credits room. Added weapon which catapults you through the air like a rocket launcher. Added secret item to dodge course which gives you extra speed. In order to make use of it you first have to complete dodge course at a disadvantage. Added secret deagle to armory which gives you 16% life leech with a hard maximum of 25 healed per shot. Added secret only the map creator can collect. (Don't worry, it's just a flashbang that has "by thorgot" spinning over it.) Added a way to bring the annoying dog around with you can annoy others. Added glock to pipes outside of surf. Added taser to easy climb. Added taser to one of the cells. Added scout to climb tower.
  13. Your confusion stems from the fact that there's a wall around strafe jump that disappears when the cell button is pressed. This relates to the fact that strafe jump is played as part of one of the cell minigames. It's the same version.
  14. This would be my opinion too, though as Nuclear Onion said I don't know your rules very well. The fact that you can run into the area via Decathlon and would then have to deliberately walk onto a catwalk with a different texture means it would be very easy to get in there without realizing it's even connected to the catwalk.
  15. Ok, thanks. I'll adjust things so it will work better with collisions and !stuck. I think you'll find that there are plenty of ways to rebel. People said the exact same thing about avalanche when I first released it: that it was hard to rebel because of the large distances. It's more an issue of people not knowing the map than anything else. Most of the time when I'm playing JB, I am rebelling, so if the map is truly hard to rebel on I'll adjust it because I wouldn't be having fun on it either. I've made a video of some of the secrets to help you get started on rebelling: As for the cell size, the lack of cover once the minigames disappear when the cells are opened is a design decision I don't think I'll be changing. Other servers have much longer round times which lead to people camping in their cells and in nooks and crannies, so I did my best to remove the possibility of this happening. I'm not sure I can do much about that without changing the structure of that area completely. Would a CT even notice that you'd gone up there if you do it while they're not in sight? Agreed, I noticed that myself. I'll see if I can make it better, but it's not very many pixels so I can't promise I can fix this. I'll make it symmetrical. I may leave this as is. There's also purple particles at the exit (just like there are at every teleporter), and it's the sort of mistake you'll only make once. I'll add a sign that says medic next to one of the stars. I've heard this confusion from a lot of others, so it's not just you. Edit: Oh, and here's the radar. Both files go in csgo/resource/overviews/ as usual.
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