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[Release] [MP] Firing Range

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • CUKServers Offline
    CUKServers Offline
    CUKServers
    wrote last edited by CUKServers
    #1

    ⚠️ 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

    Screenshot 2026-10-01 213016.png
    Screenshot 2026-10-01 213030.png
    Screenshot 2026-10-01 213047.png
    Screenshot 2026-10-01 212913.png

    Change Log

    v1.1
    Bullet impact, shell casing, footstep and landing sounds. BO2 keeps these in each map's own sound bank, and the map didn't have one, so shots hit surfaces silently.
    Props stop bullets: barrels, crates, pallets, cabinets, generators, lockers, tables, electrical boxes, cable reels and the like get collision. The converted props had none, so bullets went straight through cover.
    Every surface uses its correct BO1 texture. Some triangles had picked up a neighbouring surface's material.
    BO1's layered surfaces are drawn in full: dirt, grime, stains, rust and decal layers blend over the base surfaces using BO1's own blend weights. Before, only the base layer was drawn.
    Textures with BO1's DXT3 transparency are converted so BO2 reads their alpha (fences, grates, decals no longer draw as solid blocks).
    BO1's destructible props that only show their damage when shot no longer draw the damage pieces all the time.
    Map name shows correctly in the map list.

    v1.0
    First release: Black Ops 1's Firing Range as its own BO2 multiplayer map, with BO1's geometry, textures, props, lighting, sky, minimap, loading screen, moving range targets, spawns and objectives for every mode, and bot paths.

    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

    1. Extract the zip and copy the mp_ShepsFiringRange folder to %localappdata%\Plutonium\storage\t6\mods\.
    2. Start Plutonium T6 Multiplayer, open Mods and load Firing Range.
    3. Create a game and pick Firing Range from the map list (Standard maps).

    Dedicated servers: put the same folder in your server's mods folder, start with +set fs_game mods/mp_ShepsFiringRange and add mp_firingrange to 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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    • DiegoPollo36 Offline
      DiegoPollo36 Offline
      DiegoPollo36
      wrote last edited by
      #2

      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.

      CUKServers 1 Reply Last reply
      0
      • DiegoPollo36 DiegoPollo36

        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.

        CUKServers Offline
        CUKServers Offline
        CUKServers
        wrote last edited by
        #3

        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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        • Chooch Offline
          Chooch Offline
          Chooch
          wrote last edited by
          #4

          you got maybe three custom maps more ?

          CUKServers 1 Reply Last reply
          0
          • Chooch Chooch

            you got maybe three custom maps more ?

            CUKServers Offline
            CUKServers Offline
            CUKServers
            wrote last edited by
            #5

            Chooch

            I don't get what you are asking

            1 Reply Last reply
            0
            • Chooch Offline
              Chooch Offline
              Chooch
              wrote last edited by
              #6

              if you will port any other maps ?

              CUKServers 1 Reply Last reply
              0
              • Chooch Chooch

                if you will port any other maps ?

                CUKServers Offline
                CUKServers Offline
                CUKServers
                wrote last edited by
                #7

                Chooch i Certainly will be

                1 Reply Last reply
                0
                • Chooch Offline
                  Chooch Offline
                  Chooch
                  wrote last edited by
                  #8

                  i am asking about mp maps specifically

                  CUKServers 1 Reply Last reply
                  0
                  • Chooch Chooch

                    i am asking about mp maps specifically

                    CUKServers Offline
                    CUKServers Offline
                    CUKServers
                    wrote last edited by
                    #9

                    Chooch https://forum.plutonium.pw/topic/46725/release-mp-summit

                    1 Reply Last reply
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                    • Chooch Offline
                      Chooch Offline
                      Chooch
                      wrote last edited by
                      #10

                      can you port two maps more from black ops 1 ?

                      1 Reply Last reply
                      0

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