[Release] [MP] Firing Range
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️ Work in progress. First release. The map plays well in Team Deathmatch with bots; the objective modes (S&D, Domination, CTF, etc.) use BO1's own objectives but haven't been fully tested yet. Feedback and bug reports are very welcome.About
Firing Range from Black Ops 1, ported to Black Ops II multiplayer on Plutonium T6. It's its own map (
mp_firingrange), not a replacement for a stock one: load the mod and it shows up in the map list as Firing Range, with its own preview, loading screen and minimap.Screenshots




Features
- The whole BO1 map: geometry, textures, collision and all 4,793 props: the jeeps, sandbags, palms, range furniture.
- BO1's own look: its baked lighting and sun, its sky, its minimap and loading screen.
- Moving range targets, running BO1's own script: sliding, flipping and spinning targets that react when you shoot them, and the alley / trailer-window targets that stop while you stand next to them.
- Every mode's spawns and objectives from the original map: Team Deathmatch, Free-for-all, Domination, Search & Destroy, Demolition, Capture the Flag, Headquarters, Sabotage, Kill Confirmed.
- Bot support: BO1's own path nodes, so bots play the map.
Download
Download: Firing Range v1.0
Install
- Extract the zip and copy the
mp_ShepsFiringRangefolder to%localappdata%\Plutonium\storage\t6\mods\. - Start Plutonium T6 Multiplayer, open Mods and load Firing Range.
- Create a game and pick Firing Range from the map list (Standard maps).
Dedicated servers: put the same folder in your server's
modsfolder, start with+set fs_game mods/mp_ShepsFiringRangeand addmp_firingrangeto your rotation. Players download the mod automatically if you have FastDL.Known issues
- The objective modes haven't been fully tested yet. Please report anything broken.
- BO1's mantle-over spots aren't in (BO2 can't run them on a custom-built map), so bots path around low cover instead of vaulting it.
- BO1's destructible cars, barrels and electronics are static.
Credits
- Treyarch: Firing Range, Black Ops 1 and Black Ops II
- Shep: BO2 port
- Built with OpenAssetTools.
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Just a question—are you using AI to create these ports? I'm just curious; there's no problem with using it if it's to enhance the game. If so, what kind of AI are you using? Thanks.
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Just a question—are you using AI to create these ports? I'm just curious; there's no problem with using it if it's to enhance the game. If so, what kind of AI are you using? Thanks.
DiegoPollo36 I use Claude to help with porting. Tools i use are OpenAssetTools and Husky. i also have a Bo1 to b02 porter i made for porting weapons which is available on my github
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