CURRENT LATEST VERSION: https://www.mediafire.com/file/shtlc30f2pdumjt/jb_417_b2.zip/file ALL OTHER PUBLIC VERSIONS: B1_fix1: https://www.mediafire.com/file/f4pye1mzfiqodlv/jb_417_b1_fix1.zip/file B1: https://www.mediafire.com/file/33n1noxj5rhrg0q/jb_417_b1_release.zip/file A5: https://www.mediafire.com/file/bwt2xgsj8harjrp/jb_417_a5.bsp/file A4: https://www.mediafire.com/file/y26ofpx9ceqycyv/jb_417_a4.bsp/file A3: https://www.mediafire.com/file/rkzgdoncdjum0ek/jb_417_a3.zip/file A2: https://www.mediafire.com/file/42qwwin957ql33t/jb_417_a2_fix1.zip/file ~~~Changes from B1_fix1 to B2:~~~ -Added text signs all across the map indicating where the hallway/doorway leads to. -Killhouse - Several tweaks --End push triggers have been made larger. --Moved the End win condition circles closer to the end. --Added several effects to the booster leading to CT control panel. --Weapons despawn delay changed from 10 seconds to 20 seconds. -Cells - Several tweaks --Moved two spawns from vent cell to VIP and orange cell. --Orange cell - increased push trigger speed to 160. --VIP cell - made the pool teleport secret emit a noise on use, so CTs may actually get a better chance to catch early round rebels. --VIP cell - added a grenade on the roof near the roof secret. -Colours - Several tweaks --Removed vent underneath the game. --Replaced the armoury vent weapon from xm1014 to a glock. -Spleef - Several tweaks --Hallway from colours - extended CT catwalk --Hallway from colours - added more lights --Reduced gibs spawning on platform break --Replaced elites with mac10's --Added Tmp's, bringing the total number of guns up to 24. -Disco - removed the USP in the bar safe. (wardens were commanding Ts to go there every time since its the only comfortable spot to stack ts in) -Disco - Fixed ground texture offset in some places -Juggernaut secret - Only can be enabled by Ts now -FFA - made the disable button CT only, since a T could deactivate friendly fire on FFD. -Pool - Several tweaks --Fixed the showers SFX turning off when two showers have been turned on. --Fixed VIS glitches on the doors in the lockers room. -SD1 - Fixed the underground room door sticking through the ground above when it was open. Hey, hope y'all are doing good. This is basically a collection of fixes (instead of a knee jerk reaction like b1_fix1) that I've found while playing the map with you guys. It has been very fun watching players learning the map and starting to understand my vision as to how its supposed to be played. Thanks to all the Cts for actually sticking with the map and learning it. Since I have school nowadays I won't have time to work on the map, so for the time being this map will only get minor fixes. I'm creatively burnt out with this project so there won't be any more major changes like new areas/minigames. I will probably release a "zoo" vmf file containing all the minigames/systems alongside a txt file explaining how to use each one (made for mappers). ~~~ ~~~Changes from B1 to B1_fix1:~~~ -Changed football small models, because the previous ones weren't actually from jb_carceris. -FFA arena - fixes --"On" button can now only be activated by CTs --Friendly fire is now disabled on round start. ~~~ ~~~Changes from A5 to B1:~~~ -Added spleef minigame. It's located underground next to the FFA arena. -Two corridors added leading to spleef minigame. One is near colours, other is next to the FFA arena. -Disabled SD3 due to it malfunctioning in multiplayer. Will get re-enabled if I ever find out why it doesn't work. -Fixed football minigame --Remade the big ball. --Replaced broken football physboxes with a prop (stolen from jb_carceris) --Fixed, hopefully, all the bugs related to the football buttons. -Added a start camera - When a player joins, their camera now shows a unique room outside the playable map -Added more detail around the map --Underground - added beams in the orange walls part. --CCTV cameras are now visible. --Jeopardy - added a background. --Forklift game - added a background tunnel where the forklift spawns. --Hallway from cells to pool - added a gate near one of the walls, added a vent prop. --Pool - showers can be turned on/off now. --Colours - Added some beams on top of the pool exterior walls. --Cells and Disco - added destructable bottles. -Hotpotato optimized by using removing useless entities. -Pool - removed planks from pool to cells hallway. -Colours - fixed some bugs. -Disco - made some changes. --Added a third secret song - Camellia's "δ:For The Delta" (Link: ) --Lights now correctly reset themselfs on round restart. --Secret songs can now be turned off after a certain time. -Wipeout - fixed the red button mode. I may or may not have mentioned minor fixes and other tweaks. // Long rambling about the map, please skip if you are sensitive to bad grammar and writing // // This entire update log was rewritten several times, so I'm sorry if you find any factual or stylistic errors // This thread is turning into a blog with each new version. I will mostly talk about the past as I'm not comfortable talking about the future. The main goal of this version was to transform a prototype that doesnt work half the time into a finished map, that includes making it look interesting, reworking and fixing anything that is broken/annoying/could be done more efficiently. and smoothing out the rough edges. Detailing a map is hard work for me, because I designed the layout first, and I had zero idea of what the locations actually are. I've decided to go with a modern industrial sort of look, which is why there are warehouses, underground tunnels and huge concrete beams. The drawing minigame was a huge roadblock for me, because not only did it eat a large chunk of my FPS whenever it was in view, but it also couldnt fit within CS:S engine's limits. I managed to remove a huge chunk of useless data from it, but it was still way too large. In the end I decided to scrap it and replace it with something else... and i didnt know what that "something else" was. After nearly 2 months of inactivity on the map, one day I decided to add spleef to the map because it's a fun PvP minigame. That basically connected colours -> underground which is what I originally wanted to do to allow more flow and flexability for both ts and cts. Spleef, along with the realisation that summer was ending soon and I would have little to no time to work on the map motivated me to finish work on B1 version. So, when's the RC1 version coming out? Probably never, because I've accomplished most of the goals I've set out for myself. There are still a few things which need to be done, including: -Alternative night version, which should reintroduce falling snow, add snow on the ground and walls, different lighting and skybox(Already done months ago btw). -Functioning radar. The process is fairly simple, but I'm not used to it (I've only ever made radars for CS:GO maps), and I'm too lazy to get it working. -Fixing even more VIS glitches. Yes, i know about the football -> killhouse VIS glitch. The fix for it isnt quite elegant ATM because of the way I've set up the areaportals around the map. -Re-introduce Special day 2 and 3. SD2, the flooding, should get replaced with something else because setting it up for this type of map with multiple floors is extremely hard. -Tweak the big ball in football to move like the other balls but still do a lot of damage. In its' current state it's pretty much useless for anyone except the Cts looking for a way to teamkill. Here's a cool idea for an SD - ZE predator-style boss fight. (NPC chasing players around in a circular arena). jb_heat's shark minigame works on the same system. The thing is, its really complicated in that the NPC is completely blind and is given instructions to move in a certain direction based on if a player has entered a certain area (and you better not fuck up the NPC's angles, because all directions it goes in are relative.) I've also thought about a very dark assymetric arena, where, say, the Ts are players with guns, and Cts are invisible, have moon gravity and regenerating hp, and only become visible every 10 seconds or so. I'll also quickly comment on Disco, starting with the secret songs - Those are added by me, for me. Not many JB players enjoy listening to high-speed EDM and an obscure russian meme song, but I still wanted to include them for myself, which is why they are secrets. Not too hard to find and activate though. Finding the MP3's for all of the songs was easy - I just ran most of the songs through a yt->mp3 online converter. I tried doing the same thing for Camellia's tracks, but since I did this much later I guess the website stopped functioning properly? So I downloaded the Tera I/O album for the body floating in zero blah blah... and for the Delta I took the .mp3 from a rythm game(There was no download link for the PLANET//SHAPER album.) Looking back, it's amazing to see how the project started it's life - I had only been playing on Hellclan for around 3 months, I died on jb_lego while rebelling, I complained that the map was dogshit in chat as a joke, and out of that I got an idea to create a map that wasn't "dogshit" myself. At the time I created a large text document where I wrote every idea that I had for the map. it was supposed to be an open-ended super T sided map, kind of like new summer. It was supposed to be huge, like 1/6th of the hammer editor's space (~2 times larger than the current map) Gradually though, as I created cell area, the armoury, and the minigames, I realised that I was aiming too high, and I just wouldnt be able to create a map that big even if I tried. I'm somewhat happy with the result, many areas are still left up to the player's imagination and the map could have turned out looking better, but I can't be bothered to work on this map any more. Here's two rhetorical questions for you - What are map specific special days even supposed to be? What makes a JB map work? It was very fun working on this map, I gained a lot of knowledge from working with the I/O system and the various logic entities. I learned first-hand what worked, what sucked and how to transform what sucks into what works. Shoutout to Fronexe, Doctor Cpu and Kenny7, for playtesting the map, providing feedback, suggesting changes and hosting a test server. This project would have been way harder without you guys, so thanks y'all. As always, any feedback is welcome. ~~~ ~~~Changes from A4 to A5:~~~ -Added a shooting range minigame. It's located underground between the killhouse and the forklift game ( https://steamcommunity.com/sharedfiles/filedetails/?id=2525817551 ) -Added a new hallway connecting the killhouse and the forklift game hallway, it also leads to the shooting range game. -Added a bunch of detail near the outside of pool area, football, and near cells. -Some tweaks and changes to the juggernaut secret, including: --Changed the "Medic"s power-up heal rate from 40HP/s to 30HP/s to make it more balanced in PVP and to prevent players from camping the juggernaut teleport forever(Anticamp gas damage is 40 HP/s). --Added a new teleport into pool. --Added flashing lights and a SFX to the juggernaut teleport to indicate that anticamp gas will be deployed shortly. --Tweaked the timing of the anticamp gas activation. -Added the 2nd secret song to disco - Camellia's "Body F10ating in the Zero Gravity Space" ( ) -Fixed some VIS glitches -Pool's bomb game is now a bit harder: --1st and 2nd shapes have been made a bit smaller. --Added some obstacles the players have to go around after the 2nd shape. -Reduced the amount of entdata used by the map (1046kbytes(266%) >> 850kbytes(216%)) -Disabled the snow effectes. ^ ^ Currently, the gameplay of the map is almost finished, I only have the 2nd Special Day to worry about now, since I removed the old "Flooding" and now its non-functional. Sadly though, I have already gone past the playable limit of entities on the map. As in, after I added the shooting range, my map would not load in-game unless I compiled without the snow effects. They'll stay disabled for now, as I try to find ways of decreasing the amount of entities without removing too many minigames. The main cause of this bloating is the drawing minigame, which has more than 26^2 entities for the display alone. If I just removed this minigame, the entity limit would leave some space to add the 2nd SD and to enable the snow again. I'm still not sure that's the MG I want to sacrifice though. For the 2nd SD, currently I'm thinking about adding a Build Wars arena that's disconnected from the map, basically a copy of the castlewars gamemode from mg_jacks_multigames_v1 Here's the version I made a few years ago: Apart from that, I have tried out a new skybox and lighting for the map ( NOT IN THE A5 VERSION ) Side by side comparisons: https://steamcommunity.com/sharedfiles/filedetails/?id=2525815496 https://steamcommunity.com/sharedfiles/filedetails/?id=2525815956 https://steamcommunity.com/sharedfiles/filedetails/?id=2525816402 It definitely looks a bit more interesting, but I'd still like to make my map feel like it's on a frozen planet. I'll try out different skyboxes in the future. As always, any feedback is welcome. ~~~ ~~~Changes from A3 to A4:~~~ -Many minor tweaks to the majority of ladders: --Texture adjustments --Some vent ladders were re-scaled to the dev_ standart size --Drawing minigame ladder replaced with the dev_ standart one. -All button textures changed to new black and white ones. (This only includes replacing the black and red buttons, that means CCTV keyboard, drawing minigame, killhouse, race, colours buttons are not changed) -New underground layout of minigames. The main area has been made bigger as well. --New FFA arena, added a HE grenade to the FFA arena..( https://steamcommunity.com/sharedfiles/filedetails/?id=2509286979 ) -Some small changes to the football area. ( https://steamcommunity.com/sharedfiles/filedetails/?id=2509287200 ) --Added more detail to the pitch --Made the dodgeball balls activate physics on knife/bullet hit and not on physics collision. --Made the watch tower a bit bigger. --Added a FAMAS to the watch tower. -Drawing minigame is now working again, made a minor change to the layout of the area. -Killhouse had some VIS glitches patched up. -Added a scout to the killhouse. -Reworked the glass in killhouse. Now it's only bullet penetrable one-way (Top >> Bottom). -Performance optimizations, including: --Adding an extra areaportal in the hallway between Disco and Race-Hotpotato-Killhouse --Disabling the cordon boundaries outside the map. -- Closing up even more small gaps in the walls and floor. --Small adjustments to cell-area prop draw distances. --Removing broken occluders. -Replaced the Elites with XM1014 for the "Medic" Juggernaut secret power-up. -Making some walls even higher to reduce the amount of obvious VIS glitches. -Making the skybox snow texture 16 times smaller. -Removed the 3 boxes near the outside entrance into pool and added a guard post in its' place. -Added more detail to the outside entrance into pool and the lockers room in pool area. I haven't been very active with the development of this map since I was burned out after releasing the A3 version. I still have a ton of work left to do on this map, including adding the last minigames (Currently I'm only planning to add a shooting range to the killhouse, simillar to jb_hello), further optimizing the map until I actually get acceptable FPS for a no-detail map, fixing all the VIS glitches I have been ignoring for all this time, ETC. I'm still not sure what theme I want to go with, since nothing makes sense on the map in it's current state. (Example: Why is there a killhouse and an obstacle course withing 200 meters of a nice pool, disco with a dedicated bar area, a forklift storage chamber, a large drawing board, etc) As always, any feedback is welcome. ~~~ ~~~Changes from A2 to A3:~~~ -Minor texture changes --Armoury doors have been converted to dev_ texture style. --Some buttons have been converted to dev_ texture style. -Minor lighting changes -Performance optimizations, including: --Addition of Areaportals. The map should run a lot better near armoury and the drawing minigame. --Closing up small gaps in the walls which caused half of the map to be visible. --Other small changes to props and func_detail -Disco now has smaller green/pink tiles -Several walls have been made higher. This should hide the obvious VIS glitches in normal gameplay. -Enabled snow particles. These were supposed to be ON but I forgot to enable them for a2. -Added a new forklift (AKA Bus of Death) deathgame to the underground.( https://steamcommunity.com/sharedfiles/filedetails/?id=2493745828 ) --2 New passages leading to it, One is near cell area and the other one is connected to the hallway leading to the main underground part. -Added small diagonal walls to the deathball game. ^ ^ The current deathball game pit is too small for me to drastically change it's shape. I will probably make several layout changes to the underground, like making the deathball pit bigger, re-arranging the games to make better use of the space I have, re-making the FF arena, etc. As always, any feedback is welcome. ~~~ https://steamcommunity.com/sharedfiles/filedetails/?id=2478940896 https://steamcommunity.com/sharedfiles/filedetails/?id=2478941108 https://steamcommunity.com/sharedfiles/filedetails/?id=2478941340 ^^ Some pretty screenshots This map is obviously still WIP, but it is playable in its' current state. Any feedback is welcome. If anyone wants to playtest this, please, let me know.