<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[[Release] [MP] Firing Range]]></title><description><![CDATA[<p dir="auto"><strong><img src="https://forum.plutonium.pw/assets/plugins/nodebb-plugin-emoji/emoji/android/26a0.png?v=917ad6727af" class="not-responsive emoji emoji-android emoji--warning" style="height:23px;width:auto;vertical-align:middle" title="⚠" alt="⚠" />️ Work in progress.</strong> First release. The map plays well in Team Deathmatch with bots; the objective modes (S&amp;D, Domination, CTF, etc.) use BO1's own objectives but haven't been fully tested yet. Feedback and bug reports are very welcome.</p>
<h2>About</h2>
<p dir="auto"><strong>Firing Range</strong> from <strong>Black Ops 1</strong>, ported to <strong>Black Ops II multiplayer on Plutonium T6</strong>. It's its <strong>own map</strong> (<code>mp_firingrange</code>), not a replacement for a stock one: load the mod and it shows up in the map list as <strong>Firing Range</strong>, with its own preview, loading screen and minimap.</p>
<h2>Screenshots</h2>
<p dir="auto"><img src="/assets/uploads/files/1790886809918-screenshot-2026-10-01-213016-resized.png" alt="Screenshot 2026-10-01 213016.png" class=" img-fluid img-markdown" /><br />
<img src="/assets/uploads/files/1790886822375-screenshot-2026-10-01-213030-resized.png" alt="Screenshot 2026-10-01 213030.png" class=" img-fluid img-markdown" /><br />
<img src="/assets/uploads/files/1790886836329-screenshot-2026-10-01-213047-resized.png" alt="Screenshot 2026-10-01 213047.png" class=" img-fluid img-markdown" /><br />
<img src="/assets/uploads/files/1790886846626-screenshot-2026-10-01-212913-resized.png" alt="Screenshot 2026-10-01 212913.png" class=" img-fluid img-markdown" /></p>
<h2>Features</h2>
<ul>
<li><strong>The whole BO1 map:</strong> geometry, textures, collision and all 4,793 props: the jeeps, sandbags, palms, range furniture.</li>
<li><strong>BO1's own look:</strong> its baked lighting and sun, its sky, its minimap and loading screen.</li>
<li><strong>Moving range targets</strong>, 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.</li>
<li><strong>Every mode's spawns and objectives</strong> from the original map: Team Deathmatch, Free-for-all, Domination, Search &amp; Destroy, Demolition, Capture the Flag, Headquarters, Sabotage, Kill Confirmed.</li>
<li><strong>Bot support:</strong> BO1's own path nodes, so bots play the map.</li>
</ul>
<h2>Download</h2>
<p dir="auto"><strong>Download:</strong> <a href="http://fastdl.cukservers.net/t6/downloads/FiringRange/" target="_blank" rel="noopener noreferrer nofollow ugc">Firing Range v1.0</a></p>
<h2>Install</h2>
<ol>
<li>Extract the zip and copy the <code>mp_ShepsFiringRange</code> folder to <code>%localappdata%\Plutonium\storage\t6\mods\</code>.</li>
<li>Start Plutonium T6 <strong>Multiplayer</strong>, open <strong>Mods</strong> and load <strong>Firing Range</strong>.</li>
<li>Create a game and pick <strong>Firing Range</strong> from the map list (Standard maps).</li>
</ol>
<p dir="auto"><strong>Dedicated servers:</strong> put the same folder in your server's <code>mods</code> folder, start with <code>+set fs_game mods/mp_ShepsFiringRange</code> and add <code>mp_firingrange</code> to your rotation. Players download the mod automatically if you have FastDL.</p>
<h2>Known issues</h2>
<ul>
<li>The objective modes haven't been fully tested yet. Please report anything broken.</li>
<li>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.</li>
<li>BO1's destructible cars, barrels and electronics are static.</li>
</ul>
<h2>Credits</h2>
<ul>
<li><strong>Treyarch:</strong> Firing Range, Black Ops 1 and Black Ops II</li>
<li><strong>Shep:</strong> BO2 port</li>
<li>Built with OpenAssetTools.</li>
</ul>
]]></description><link>https://forum.plutonium.pw/topic/46679/release-mp-firing-range</link><generator>RSS for Node</generator><lastBuildDate>Sat, 03 Oct 2026 22:33:57 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/46679.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 01 Oct 2026 20:35:08 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to [Release] [MP] Firing Range on Fri, 02 Oct 2026 10:03:27 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/diegopollo36" aria-label="Profile: DiegoPollo36"><bdi>DiegoPollo36</bdi></a> 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</p>
]]></description><link>https://forum.plutonium.pw/post/179733</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179733</guid><dc:creator><![CDATA[CUKServers]]></dc:creator><pubDate>Fri, 02 Oct 2026 10:03:27 GMT</pubDate></item><item><title><![CDATA[Reply to [Release] [MP] Firing Range on Thu, 01 Oct 2026 20:47:38 GMT]]></title><description><![CDATA[<p dir="auto">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.</p>
]]></description><link>https://forum.plutonium.pw/post/179710</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179710</guid><dc:creator><![CDATA[DiegoPollo36]]></dc:creator><pubDate>Thu, 01 Oct 2026 20:47:38 GMT</pubDate></item></channel></rss>