#dusk-modding
1 messages · Page 73 of 1
yeah
i tried making a wad with ALL textures, including both dusk.wad and dusk_transparent.wad, but i screwed up a little bit with transparent ones and failed miserably
here
All we need is dusk transparent wad with that single missing pipe texture 😭
Quick question If I change these Cross-hair images would it change the actual cross-hair in game?
why is there an S
the cigar
In the .wad? no
okay thanks
Maybe you can if you can find it in the texture folder
I should be able to
o
im rat now
looks nice
map is very dark
but
works in game
might make it a bit lighter though
Looks amazing
i like how it looks, could really do with moire light
how about a blue-ish moonlight to set the scene?
Yeah like a starry skybox
Yea I guess
I want it to have a very desolate and dead look though
that was kind of the mood I was going for
Maybe you could add a subtle grey light, just barely enough to see silhouettes in the dark. Like there's a full moon behind a cloudy sky.
_sunlight is the light value that is emitted by a sky brush at at angle which is determined by _sun_mangle and color which is determined by _sunlight_color
_sunlight2 is like a ton of light entities in a sphere around the map, it's like ambient light used with _sunlight which helps since _sunlight by itself gives off completely black shadows
_sunlight2_color i think is the color key
see all the shadows? they would be 100% black without _sunlight2
i normally have _sunlight2 at roughly 1/2 of _sunlight
the low resolution and ACTIVATE WINDOWS tipped me off
i dont remember making that map but i probably did it to show off how to use lighting
i specifically use that screenshot when showing off _sunlight2 which is what you used it for
i just saved it and it's kinda there now
and coming from a brush, not a point entity
or rather sky brushES
like quake has them
so unlike "light" it doesnt affect indoor areas
well unless you use a sky brush indoors but like
why
yea thats what I meant with angled
or rather
not global
or whatevs
just where the light could hit from the point it starts
yeah
i have made a ship
not finished though
will be part of an upcoming map
i need a texture with like barnacles on the bottom for immersion
cool beans
is there a way for me to make a moving kill trigger?
I need it for my subway monster
:p
when you touch it you're supposed to die
Trigger hurts are in their very basic shape
The only thing they can do is hurt
Cant move, no jank workarounds
Isnt even affected by trigger once
What you can do is teleport explosive barrels into each other to make them explode
awh lame
Can't you just parent the Trigger_kill to a func_door or does dusk not support parenting?
or wait until Func_ rain support
But idk what parenting is
It's a key value in a entity which specifies what it's tied to so for instance if you parent a Trigger_hurt to a Func_door it should move along with the door when the door is triggered.
Never tried
I think it's only in GoldSrc but Dusk supports Hl1 BSPs
I think you can do it with func plats aswell if you can parent
Is there anyway to change a texture when a button is pressed? like those switch textures.
This
If anyone finds out a way please ping both of us
Nothing says pain like pressing a button that stays on red & doesnt turn to green

wdym "the full SDK"
To make buttons APPEAR to change textures you need a simple trick.
1)First make your button, make sure the "lip" is 0 and the "wait" is set to -1 (so it won't pop up again, this is optional)
2) Copy the button and make it structural again by right clicking on it. The option should be right in TB.
3) Make sure the copy is slightly thinner than the actual button and put it right on top of the button. This should make it positioned behind it.
If you do this, the result will be you press the button and it moves back behind the copy with the different texture and make it look like its the same button with a different texture. It's sort of like changing layer orders in photoshop
As far as I know Dusk is getting it's own level editor when the SDK is done
so we wont need to use trenchbroom?
yeah I think so
wait what i thought that's not going to happen
no I dont think thats happening
more like trenchbroom is the official tool for it
why make a new editor when we already have two that work great
yeah trenchbroom works fine, i don't think sdk will get a dedicated level editor
You might be getting this confused with prodeus or something lol
none of that is true yea, trenchbroom is our suggested editor
however you can use any toolchain that outputs bsp
so hammer, radiant, etc
So I can use hammer to make DUSK maps?
yes
yes but it will be painful, i think
not really if you're comfortable with it
^
suprised there's no moving kill triggers tbh :(
since we got those kinda things in the infernal machine or whatever its called
i think you can do that actually
but itd be really janky atm
better than none
if you parented a damage trigger to a door or something you could do it in theory
i havent tested it
rn if you walk into my moving monster that looks way more dangerous than it is you just end up clipping through it lul
how do I do that
i want to link it to a moving wall essentially
but I made it a func_door
why not make the monster itself a func_door?
I did
ah
wait why can you clip through it? that's odd
some angles
you set the parentname of the child you want to be the targetname of the parent
because it has angled "tentacles" that kinda mess with your position ig
but
will it trigger when I touch the wall?
or when the door/wall starts moving
because I only want it to kill you when you touch it
so i forget what the name of a damage trigger is
Func hurt
but youd give it a parentname key , and that would be whatever the targetname of the door is
trigger_hurt tho aint it
or what exactly does it do
it should yes
I used target and tragetname which might be why it didnt work
it might be fucked up though
so parentname on the door?
Also fun fact func hurt doesnt hurt enemies
then targetname on the hurt trigger
parentname on the trigger
o
and the value you give it is the targetname of the door
theres some fucked up math with parenting so it might be well....fucked up
only way to know is try and see
can't be worse than it already is
Try it with func plats too
better than entirely clipping through the monster lmfao
how exactly will teleporters help tho
also
I guess with telefragging
how about putting a flat func_door in front of the monter to not clip through it
If parenting doesn't work
so the door moves in front without funky angles
well
the monster itself is flat
but it has like
tentacles on the sides
that can cause you to clip through
it will be solved decently though if it kills you when you touch it
Try the parenting thing

looks semi wonky since it still clips though you when you die
but
still much better
and it's like
Yessss
not a huuuge deal ig
I remember testing func hurt with vriska a few weeks ago

finally got some free time
haha
still have math test next week
2 chapters that I've barely worked on for 1-2 months
hahaha
but
I'll be fine ;)
so how exactly does parenting work? i cant find anything on quake wiki about it unless it's a half-life feature
I also spawned in nyarlathotep and now he's grunting in the background lul
ah yeah found it on valve dev wiki
Is it applicable in trenchbroom?
just "parentname" key on the kill trigger
time to inject information directly into my brain
Ooh yes
oh wow this is really cool and could have actually helped a lot
had i known about it before that is
yes
woow this opens up so many possibilites
thanks pts
np
yes thanks mr 500
and yeah its not really a quake thing, and its not 100% really a half life thing all the way eithe rlol
it was a very quick janky add that we added the same patch when lightproxy was added iirc
oh i recall it not working unless i set it up wrong that time
and im 90% certain there are cases where it will fuck up
but if you can get it working for your purposes, its a very handy feature for dynamic stuff
yeah it really does sound like its very useful
already ahead of ya with func doors
but still that is really cool
unless you're talking detailed ones
with rotating wheels and stuff
you can do quite a lot with it
What can you do with func door rotating
Is it those doors that swing open instead of sliding sideways
lemme give the copypaste messsage real quick
func_door_rotating requires the actual door to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place where you want the door to rotate around and have a "distance" property that decides how far the dolr goes
You can also add a "speed" property for obvious things
wait didnt i send it to you before
origin is the propety which is like a hinge point
you set it to XYZ of where you want the "hinge"
but the brush itself goes to 0.0.0
yeah doesnt make much sense does it
Yea that's a solid h
you can also download a existing map that already has func_door_rotating on it, to see how it works
Oh yeah that map
oh man i cant imagine how it looks like in-editor
just a bunch of doors all stacked on eachother at 0,0
figured
keys and general gameplay of the map not finished
just kinda showing what I've made so far
thinking of adding elements of gore into the texturing of the map to make it look like the whole level is a living thing
(the monster in the subway)

what is
the monster and the tunnel
^^
not sure if the level will end or continue for a bit after the tunnel part
the map is gonna be long
3 keys
and several houses you need to enter
et
c
so maybe just a level end when you get in the little staircase at the end
gonna make some outdoor kinda map later
then some catacomb map
not in that order obv
you can link maps right?
yes
also
not sure if you guys have these issues
but like
when playing E1M2 for example
the door textures are broken
yes
and
dont do campaign while in sdk i'll tell ya that much
for me I get random flashes of black and weird colors on the screen occasionally
for a few milliseconds
also
anyone know of a way to make a brush you can't walk through but can shoot through?
I tried using a clip brush and an illusionary brush but the illusionary brush apparently eats your projectiles
not the enemies however
clip brushes by themself shouldnt eat projectiles
they dont have a texture though
I wanna add fences that block you from walking through but can be shot through
I guess you could use a func illusionary with the fence texture and have a clip surface behind it
If func illusionsry does what the name says
apparently
also
is there a skip texture equivalent for the dusk SDK?
that allows you to pass through and stuff
I want to use it for optimization and also to allow better speedrunning
so people can do OOB runs
god damn
ladders really are ballistic missile launchers
I love the atmospheric light from the candles in here
big kinda arena place
in the middle of an abandoned subway-esque part of a city
just decorated with candles and full of cultists
That’s poggers
:D
cant wait to start making like
medieval/runic temples and stuff
I love that kinda style
the quake sorta style
god I can't wait for sounds for doors and stuff and fog
;-;
nicely done man
pretty sure yes
skip textures are a compiler thing, not dusk
so normal skip textures should work just fine
and it has only those?
i dont think the clip texture works but just make the brush as a brush entity of type func_clip
yeah only those but i dunno what others i have
i have a whole dev texture wad for doors, walls, floors, clip, trigger and water
one texture for wall and floor respectively though like in the source engine
oh hey prototype.wad has em
skip textures dont effect much for performance it seems, i dunno- probably good practice for when we get vis
or if
lol
but it does let you walk through from the side that has the texture still?
cause that's really kinda what I want lol
just to make my maps more speedrun-able
in my experience - sometimes
not always
is your devtex wad any different from ptototype.wad aqua?
probably
made all of the textures myself lol
in like 2 mins in ms paint
(paint.net but same thing, just ms paint on 'roids anyhow)
Can’t wait to make more maps for my mod
:3
Im thinking it will be a bit more all over the place unlike the real games chapters
How do I run these mods?
go into dusk-sdk-mnt-local and place the mod folder in there
then, in-game, select "modding" and click the black square next on the mod line to activate it
the click "apply"
if it's a custom map - go into "campaign" "custom level" and select the map you want
make sure to be on the sdk beta branch on steam
shit yeah ik I was dumb
Is there a tutorial on how to make Quake/DUSK maps on Valve Hammer editor?
same as you would normally make them
there is a list of all supported triggers/entities in the pinned messages
there are some underwater stones but it's best to address them when they become a problem
other than that - just make the map as you normally would
with the entity list in mind ofc
Does it work if you only have TF2 installed?
i dont think source bsp and goldsource bsp are the same
yeah, they're not even remotely similar
GoldSrc is identical to Quake BSP with the exception that it has RGB24 lightmaps and can store palettes for individual textures
Source is like a mishmash of Quake 2 & Quake 3 BSP with a ton of customizations
i dont think i ever saw this one
It's black sand
The lighting?...
I mean maybe?
The grass in some E1 levels has a green tint
And the blood in E3M7 is red tinted water
Probably a Unity Probuilder thing
hmm
im struggling with the sun mangle things
and coloured sunlight
wont work for me
may i see the properties
question
is your sky brush in negative or positive Y axis?
actually shit that shouldnt matter
hm
seems like it should work just fine
what exactly seems to be the problem? light from the sky brush doesnt go at an angle?
there's no light
ah
is your map sealed?
in some of my maps it worked regardless, but i managed to fix a similar sunlight problem for another guy by sealing the map
np
Hold on dusk was made with the unity edition that costs like $1800 ?
Ooh what is the idea
well that pic is concept art for one map
but I wanna make multiple maps as a pack
includign my city level and more
Cool!
much better than my arts 
lul
I just wanted to properly capture the sort of look/feel I wanted from the map
cause I have a hard time starting if I don't do this
tbh
at least for more advanced and abstract levels like this
haha
as long as you can benefit from it
map is looking nice though :)
thanks
i still have no idea how first ever map turned out to be good looking
yea
zoms black magic
this looks cool
just started like 2 hours ago
yea it adds some character
and the windows
gonna make it so you spawn far away on a floating island
then you have to like
cross chains connecting them
entire half life remade in dusk to fit it's style
i have pinging on for messages in this channel and woke up because of it at 7 am
cuz i thought someone was spamming me down as if it was urgent
lol
im so fucking excited to start on this map lol
I just need to get the islands done well
that'll be the hardest for me
structures are easy but making like, organic things is super hard for me and especially in a somewhat primitive editor like trenchbroom
Make like chains hang down from the islands connecting them
And you can walk on em like that chain in the DS2 dlc
Tfw 4:40 am
Time to hit the bed i guess

yooo that building looks so cool
you think? :D
yay
can't wait to see the final product lol
looking good, i like what you're going for
though it's worlds different in style and structure from your project, mentioning Dis reminded me of the one from wayne barlowes inferno
im not going for an actual replication of Dis
oh no i get that
just allowing myself to be creative ig
how does the angles key work exactly
you have three values but what does each one do
like what axis are they
for entites?
i forgot what exactly has "angles"
i know "angle" tho?
also that building you made reminds me of a cathedral i made and never used
ey nice
felt a bit of a crimbo mood recently and started work on a short crimbo-themed map
Merry Duskmas
it's nice to have a backlog of maps
i can just steal assets from myself all the time and slightly adjust them to fit the map nicely
i need truck/tank models? good cuzi made both of those already
mountains? made a bunch
just saves to much time
aw i could have given you some pre-made chains i had from months ago
huge ones like that
eyyyy looks great
holy shit
:3
gonna add more like
beams and shit to the side buildings
to make it look like a city in construction
who would have thought that making christmas lights would be such a pain in the ass
just getting the correct light settings was a pain and im still adjusting
oh hey i decreased the number of lights and it's instantly better looking
cozy
:)
Hold up, is that rope a bunch of brushes?
You could do that in one with a transparent texture. Dusk supports that, right?
i dont think i really want to bother with making one
it was easier to slap some brushes
Five or ten minutes in an image editor, five more to throw it into a WAD file. Might be worth the hassle.
Would save on geometry. Would look nicer.
well this took me 2 minutes
To each their own, I suppose.
eh you dont see it up close anyway and the map itself is small enough where i dont need to worry about geometry
nice mang
I love the arches as the base for the buildings
I can feel the doom 1 hell intermission screen inspiration
yea I should get around to that
doom 1 is like short as hell go play it
I did play quake 1 and 2
some of my fav games for singleplayer
though 1 is better
is it possible to add an end message screen like in the end of each chapter?
probably not
would be cool to have one after each of my levels imo
to add lore
Do custom sounds need to be a FLAC audio file?
like music?
I think the base game uses .ogg
at least for music
but im pretty sure flac works too
all the sound effects in the Dusk folders are Flac
but I'm not sure if I can use Mp3
You could do it like veven, where you have a few trigger ones with messages
I'm not sure that would work as I'm trying to replace some sound effects
I meant for skade
Map coming along nicely!
ya
c:
also
how do I get enemies to teleport in?
is it the same as in quake
with teleport closets and shit?
cause thats lame
Yeah teleport closets
fuc
I wish they’d add a key for entities that acts like a targetname and when its targeted it just spawns in the entity and prior to it being targeted it’s not there but shows up on the total enemies screen only.
Why are monster closets bad?
tedious to make, feel clonky idk
I don’t like them
feels too manual
@alpine depot also I played your map downtown showdown, great great work even though it shits on my pc with a 2070 RTX
oh god even with a 2070
I’d love to see a performance version with a bit less advanced shapes
yeah i'll try to do that in the future, but like, the most i can do right now is manually remove some faces
just slap a shitload of skip textures everywhere lol
for a map of that kinda complexity you’re gonna want to really optimize by adding skip textures and remove anything that isn’t visible to the player and probably even a bit more
How big was that map again?
Oh god that map
current map should have no problems at all for performance though it's a lot more compact
and a lot more... vertical.
Played on accessible since custom maps are a give or take in difficulty so I just take it so I can actually experience the map itself
Accessible
yeah i tested it on i can take it instead of cero miedo

so it's probably really tough on that
every other map i've tested with CM except DS
i dunno why lol
Well have it known i selected accessible since I was more interested in the map than fighting enemies and because I had like sub 60 frames at most times

I really loved the funko pops and the map sceneries in the museum
I was like ”wait, that’s the erebus reactor map”
yup lol i threw in a bunch of easter eggs
I’m a sucker for that too
If I made a game it’d probably have too many secrets for its own good
I’m just hoping my map wont end up having so many vertexes that it kills the framerate
Vertexes 
ctrl + shift +alt + v 😎
or is it just ctrl + shift + v
one of them's for snapping to an integer
@gritty forge that look so awesom omg. Are you going to add more islands?
probably using the chains or through teleporters and / or launch pads
added some candles
looks a bit weird from a distance
but close up it looks cool
might remove them idk
does anyone know how to hollow out something
I think there's a tool for it
I usually just use the cut tool or whatever its called but this shape is a bit tricky
I don't think there is in trenchbroom but there is in JACK but that's for hl mapping.
still you can use JACK to make stuff that works in trenchbroom
do you guys think I should make it so that the end of the level is when you enter the gates of the cathedral? I think it would be cooler and easier then to hollow out the entire thing
then I could make the cathedral interior its own level
and make it impossibly big on the inside (like the tardis kinda)
I'd make the ending just like the E1 where you walk into the dark and the level ends
it's gonna make the level load faster. I love levels with a bunch of brushes but it makes them load for a long time
I think it'll make a better mod overall
Damn I wish there was support for the gravity flip things in the SDK
Would be sick for the map
Has anyone used the grapple points in a map yet?
Oh wait
they do exist?
Or do you mean the climbing thingies?
I intend on using those for secrets mostly
Grapples
I want to in lower 2
Damn i really should finish this mappack
how many maps
haha couldnt have been me that made the v1 funko pop......
grapples are object_grapple i think or something like that
which is the object that you shoot and it pulls you towards it
here's the full-size version of the funko pop model
try turning off light flares and see how it looks
Please tell me that's a func_detail
wasnt used in my map, ask aqua
That looks too good to be a funkopop model
Tr*ns rights are H#man rights 👌 👍🏿🤫
One thing to look out for is that too many candles might destroy your framerate. Which is sad because they look so good. 😭
I agree two separate levels might be the best route.
second about candles
dont go overboard with them
they really chomp down performance
I’ve never seen the object altar in the real game
I thought it was gonna be that unholy altar
Also dw I wont abuse candles
They look like crap from afar and give off too much light
Sadly :(
Would be nice if you could set the light value for them
Unless you can
Haven’t tried
try turning off light flares
in settings
of dusk that is
never understoon why everyone likes light flares
and it makes keys impossible to find
Meh
like light flares just look so ugly ew

me
nope
but i did make like 2 maps with an illusion of that
I wish they existed as well as all the enemy models for deco
Like the dead soldier that hangs on E1M2
or the welder in E1M8
looking good
is there a way to make the grappler thing last longer and/or move you slower?
grapples have no duration at all
its simply proportional to your position to it
the further away you are, the faster it will pull you
I swear to god
If we get gameplay modding that lets us add in weapons, glory kills and such.
Mark my words, i WILL make Brutal Dusk or I will at least try
Looks fucking awesome. Maybe you should add in a part that takes place on venus? Just asking obviously.
Looking to make a brush I can shoot through. Anyone know the properfunc_?
illusionary should do the job
and if you dont want to pass through it, surround with clip brushes
i must have spelled it wrong lol
1 sec
func_illusionary works for sure
did you give it a water texture or something?
can you walk though the func_illusionary brush?
waaa
i could swear it worked
in fact i even have a test map whre it did work
...that WAS like 6 months ago though
probably a bug / oversight
idk if it's a trenchbroom bug or dusk but when you select all brushes on your map the illusionary brushes dont get selected
that's normal
ok
if you select only worldspawn, then only worldspawn will be selected
ok fair
but it includes entities
yea
so it's better to make brush groups beforehand
just wondering, back when the dusk sdk was announced, it was also stated that the trenchbroom to unity converter used for the game would also eventually be released separately. i was just wondering if that actually happened and i am just overlooking it or if not if that is still planned
start w/ interior for the rooms
From a distance, I thought that almost looked like a Thief Gold area
The detail work is amazing!
Looks sick
im loving the process of making this map
it’s very technical but fun as hell
Mostly since I’m dealing with a lot of rotated brushes
When is the release of that cool map you made before
I'm in a very cyberpunky mood so I might start doing like, some gritty futuristic map pack or something, shorter maps packed with details and shit
haven't touched TB in ages so I really wanna get back into the grind
ages
more like a month
ITS BEEN CENTURIES IN MY TIME
I always wanted to do a short level pack where it's all flesh levels
And with every map you get to a new body part, and it's like you're being digested as the levels go on
ultrakill layer 3 pog
There's the nuts map
i made it :)
yeah but that's nuts
counts
But I always wanted to try my hand at a legit slaughtermap
Although I still don't think dusk's combat is really fit for it
idk
slaughtermaps would just turn into strafe hopping at mach 10 speed while circle strafing around everything
and lagging
laggy zooming around arenas with a shit ton of enemies & a shit ton of ammo
Erebus is basically the slaughter map of dusk ignoring e3m9
big fat arena with enemies all over the place
why ignoring e3m9?
cuz e3m9 is just bootleg endless mode
and erebus is more of a cool level with a nice setpiece n shit I guess
also I said basically as in pretty much the only slaughter map save for e3m9
e3m9 is bad serious sam
if it really qualifies as a slaughter map anyways
it also fucking sucks
boring after the first run lmao
kinda I guess
idk haven't played dusk SP in agss
since sdk version borked
too lazy to switch branches and backup my mods
buy it on gog
SP?
singleplayer
What is messed up w/ the SDK?
the sdk built-in dusk version (NOT the moddable one) is broken and old according to the devs
and playing the campaign in the sdk itself kinda cuases isseus
Will the devs rework the built-in SDK?
iunno probably
As well is the GOG version suggested or the Steam version or does it really matter?
doesnt matter, it's just that switching branches to play the original dusk properly sucks
you can avoid that by simply backing up dusk before switching branches
but hey, gog version has a bonus endless level
so there's that
2
default and the sdk
dunno, never tried
also why?
iunno, it was like a small promotional thing
for me 50/50, i don't really like the bootleg endless mode part but i really like the boss part because of how music hits
also if you're not feeling like fighting but you still want to complete the level legit you can go for secret skip
¯_(ツ)_/¯
not in a 100% speedrn
fair
anyone know of some good dusk/quake looking wads?
just general good ones ig
and also one that has books for a bookcase or something would be cool
go to quaddicted
there's a pretty bug wad thing in there with all kinda of them
no preview tho
microsoft paint
Like professionally
microsoft paint modded
I thought they made it in notepad
like cavemen drew wolfenstein textures on cave walls, the pre-historic people used ascii art
yeah, nothing existed before the year 2000
there are rumors about "half-life 1" and "doom" and "quake" but i dont buy that stuff
When was oxygen invented again
around the same time jesus invented rocket jumping
people didnt have stairs back then
so they had to rocket jump
They had only 90 degree walls
i might be sleep deprived
are there any good map packs on mods.io
hell, even any map packs?
Haven’t seen any
does winter jam count?

das different people
So no
Imo
yes but im speaking abt something made from one person
as in
several levels that build off of each other
oh
i don't think so but i also like don't know every mod on there
maybe Vriska or Veven know
but thats a good idea. Someone should just make vanilla maps at the quality level of the dusk campaign
everyone is doing a lot of special stuff but there are like almost no vanilla maps similar to quality as the campaign
thats what im trying to do
since I love dusk maps and really want a DLC im trying to make something of my own
so people can have something at least
even if it's not as good
i technically have a map pack going
lol
all of my maps are connected to each other save for the winter jam entry
o nice
👀
HMMM AH YES SO EASY WHY DIDNT I THINK OF THAT ILL GET ON IT RIGHT AWAY
ARE YOU MOCKING ME OR ARE YOU TILTED AT GETTING DESTORYED ON FUSILLADE
DIDNT HAPPEN BUT OK
IGRAC BOUT TO GET HIS WIG PUSHED BACK
sorry guys i only speak in enchantment table
wasn't that modeled after a real language?
lower is overated
A-
It was based on commander keen's language thingy
Lower 2 will be rated lower, too
It's four and they are connected but the levels are so bad that I wouldn't even recommend them to my worst enemy
Like even worse than the Bunker
i played and enjoyed them tho
yo bunker is literally THE worst
cant go lower than that
AT LEAST IT HAS GOOD ATMOSPHERE
Thank you Vriska you're the only one who believes in me 😭
You gotta keep it as a reminder of what not to do with a level
yea but i dont want anyone to stumble upon it
"wait why are there 7 enemies"
"why is one of them nowhere to be found"
"why are there so many useless rooms"
"why is the level 1 minute long"
"why are the toilets backwards"
'why"
Also all the lighting is probably messed up now
nah i did it after the lighting updates
yeah for a whole 40 seconds
it literally takes more time to install it than play it
yeah im yeeting it
or at least making it private
When we get steam workshop support Im going to post it
lol instant 1 star
The Bunker will haunt you for eternity
the bunker can lick my balls
tbh
i cant believe i spent 2 weeks making it
wtf was i even doing
oh boy
i dont think there's any saving that mod
Yeah
Next map Jam: The Bunker Remasters
hhahaha jesus
that would be so bad
if someone hasnt played the bunker - this isnt like self hate stuff
the bunker is (or was) legit the worst map out there
I would pay 20$ to not play it
same



