This ^ was unbeknownst to me. Last I heard from you was December. I was still waiting on the updated textures to say ORBiT instead of Atlas that you showed me before Christmas you were working on. We've talked about your new map since, but I wanted to finish ORBiT first. (I'll still script your new map for you, if you change your mind about leaving, just after) True I have not updated you with everything that changed while you were gone, and not responding to me due to personal things, but that is because it would have been pretty impossible, I stopped using our process after a few months. Plus once I got those textures from you, a couple perk machines from others, and finish the EE, the map is ready for alpha testing. You were also supposed to be looking for a pap machine model. It just seems no one has had time to do those things, including me. I was portalling and zoning the map as I could. Portalling done, but I still need to make spawn points for one more area.
I'm sorry you had to air this shit out here, you could have just contacted me. Thank you for all your help on the map, you did some awesome things, sorry for all the angles, and you are still credited 50/50, if I ever get around to finishing everything.
As for an ORBiT update
I think after months of troubleshooting, I may have fixed the "won't work in full screen" thing! Maybe. I'm gonna send it to a few friends to test when I can get time to wrap up a few things from testing. The goal we set out to reach has be challenging and we will prob fall slightly short of it. I had some surprises in mind that will not make it in ORBiT cause I just don't want to fight this map anymore. I'm just finishing up what is already in. We were successful with:
- 4 maps, 3 planet, and 1 space
- Randomized spawning, all players together
- New wall weapon system, randomized
- Several custom zombies
- Custom perks, with sell back features
- All my previous scripts added with an options menu at the beginning for the host to turn on and off including:
- Arsenal
- Player to player weapon trading
- Communal Box options
- Gun game and more...
- Randomized key code doors, auto doors, grav lifts, vacuum tubes,and close-able doors (still testing and troubleshooting pathing)
- Several EE's but not as many as I wanted. (I don't want to add more ents at this time, were at 900+ now at any given moment)
- Campaign style main EE
- And more little things, thanks to many members of the community, bwc, seven, Blunt, and Pawn were big helps to get pass a lot of hurdles.
Unfortunately while trying to fix the won't work in full screen thing, I ended up deleting a lot of models that added a decent amount of detail, and I have refrained from adding more back in. I hope the community can still enjoy the map once released.
Things left:
- Editing textures
- Adding spawn areas to one planet map
- Upgraded weapon files/models and camo
- The main EE ending scripted
- Find a pap machine model, and modify that script
- Get two models with on/off models for two new perks, with shaders
- Testing
- Maybe more detail added back in, unless it becomes troublesome