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BM Workshop Maps v2.2#360

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ak47toh wants to merge 5 commits intoampreeT:masterfrom
ak47toh:bm-workshop-maps-v2.2
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BM Workshop Maps v2.2#360
ak47toh wants to merge 5 commits intoampreeT:masterfrom
ak47toh:bm-workshop-maps-v2.2

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@ak47toh
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@ak47toh ak47toh commented Feb 26, 2026

Some new updates and fixes on the Steam Workshop maps.

BM Workshop Maps v2.2

stojkeholm_02, stojkeholm_03, bm_e17_m4, bc_m2, fd03, Anticitizen One maps:
• Disabled invisible walls able to press USE button.

bm_e17_m1, bm_e17_m3, bc_m1, bm_expedition_part1:
• Added invisible wall at changelevel area.

bm_e17_m2, fd02:
• Locks doors from changelevel area.

bm_expedition_part2:
• Removed prop and shotgun from changelevel area.

fd01:
• Map when start after backtracking now has freeze timer.

bm_expedition_part3, bm_expedition_part4, bm_expedition_part5:
• Added SetFallDamageScale 0 to disable fall damage as part of "landing jet" feature upon getting Long Jump Module.

bm_bravado:
• Fixed double doors will be locked which will trap players behind who doesn't leave the facility.

bm_disarray:
• Fixed music will be played repeatedly if RPG has been picked up by different players.

More fixes are expected in the future rounds. For now, can update these crucial ones first.

stojkeholm_02, stojkeholm_03, bm_e17_m4, bc_m2, fd03, Anticitizen One maps:
• Disabled invisible walls able to press USE button.

bm_e17_m1, bm_e17_m3, bc_m1, bm_expedition_part1:
• Added invisible wall at changelevel area.

bm_e17_m2, fd02:
• Locks doors from changelevel area.

bm_expedition_part2:
• Removed prop and shotgun from changelevel area.

fd01:
• Map when start after backtracking now has freeze timer.

bm_expedition_part3, bm_expedition_part4, bm_expedition_part5:
• Added SetFallDamageScale 0 to disable fall damage as part of "landing jet" feature upon getting Long Jump Module.

bm_bravado:
• Fixed double doors will be locked which will trap players behind who doesn't leave the facility.

bm_disarray:
• Fixed music will be played repeatedly if RPG has been picked up by different players.
Remove this hull size thingy
d3_c17_01:
• Made env_screenoverlay fixes.

d3_c17_08:
• Removed the fence brush as you already can go through it.

bm_disarray:
• Fixed Abrams tank doesn't get destroyed by exploding barrels due to its HP dynamically increased when more players join.
• Fixed client crash due to Apache aiming at an invisible bullseye.

bm_expedition_part2:
• Disabled invisible walls able to press USE button.

bm_expedition_part3:
• Two headcrabs and bullsquid will not attack each other until they've seen the players first.
• Removes SetFallDamageScale 0 as Landing Jet feature do not theoretically works on Earth, and also map design layout indicates that players would take fall damage.
• Dr Siggard cannot be killed by players.
• Added a portal which teleport players to the platform if one of them manages to jump towards it.

bm_expedition_part5:
• Split the ending narrative text's 3rd line into two new lines.
• Fix players inside each of the 3 crystal areas doesn't gets teleported back to the main area after the crystals were destroyed.
• Fixed players unable to move after intro cutscene finishes.

bm_thief:
• Closes one of its silo door so that there's only one way out.

communications_detour:
• Changed the location of last spawn point.
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ak47toh commented Mar 31, 2026

I see that this PR hasn't been approved yet after 1 month. If so, decided to take this opportunity to make some changes and fixes.

BM Workshop Maps v2.2.1

d3_c17_01:
• Made env_screenoverlay fixes.

d3_c17_08:
• Removed the fence brush as you already can go through it.

bm_disarray:
• Fixed Abrams tank doesn't get destroyed by exploding barrels due to its HP dynamically increased when more players join.
• Fixed client crash due to Apache aiming at an invisible bullseye.

bm_expedition_part2:
• Disabled invisible walls able to press USE button.

bm_expedition_part3:
• Two headcrabs and bullsquid will not attack each other until they've seen the players first.
• Removes SetFallDamageScale 0 as Landing Jet feature do not theoretically works on Earth, and also map design layout indicates that players would take fall damage.
• Dr Siggard cannot be killed by players.
• Added a portal which teleport players to the platform if one of them manages to jump towards it.

bm_expedition_part5:
• Split the ending narrative text's 3rd line into two new lines.
• Fix players inside each of the 3 crystal areas doesn't gets teleported back to the main area after the crystals were destroyed.
• Fixed players unable to move after intro cutscene finishes.

bm_thief:
• Closes one of its silo door so that there's only one way out.

communications_detour:
• Changed the location of last spawn point.

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Nice work!

Comment thread edt/bms/d3_c17_01.edt
Comment on lines +74 to +80
{
"input" "StartOverlays"
"replace"
{
"input" "StartOverlaysAll"
}
}
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Should we default to all players, like we do with other entities in sp_conversion, or shelve that idea for now? I recall you saying custom maps mostly target all players.

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Should we default to all players, like we do with other entities in sp_conversion, or shelve that idea for now? I recall you saying custom maps mostly target all players.

I think not for the moment yet so far. I'll let you know if there are majority of them that needs it. The percentage of its usage is so far quite split 50-50.

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