ZF_Pyramid (Current Version: B4)

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Lord Melchior
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ZF_Pyramid (Current Version: B4)

Post by Lord Melchior » April 26th, 2011, 2:40 pm

INFO:
An Egyptian Pyramid. Rumor has it that valuable treasure lies in the top of the pyramid. But be warned! the Pyramid is riddled with mummies!
Get in the pyramid, slay the mummies, try to avoid all the booby traps, get the treasure, and then run back to the truck.

So yeah, a CTF Pyramid map riddled with boobytraps. FUN.

SCREENS:
Exterior:
Image
Entrance Hall:
Image
Boobytrapped Staircase:
Image
Treasure Platform:
Image
McTavish's Cr... uh, I mean, The inteTREASURE. I meant treasure:
Image
BOULDER!!!1!!!1!:
Image

DOWNLOAD:
Latest version:
BETA 4: http://melchiormphilips.com/ATG/zf_pyramid_B4.bsp

Older versions:
BETA 1: http://melchiormphilips.com/ATG/zf_pyramid_B1.bsp
BETA 2: http://melchiormphilips.com/ATG/zf_pyramid_B2.bsp
BETA 3: http://melchiormphilips.com/ATG/zf_pyramid_B3.bsp

:3

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Re: ZF_Pyramid (Current Version: B1)

Post by MeitanteiConan » April 27th, 2011, 1:15 am

Looks awesome Melchior ^^ Can't wait to try it out.
-SON OF A CONAN!!!- [ATG] Derp ♥

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Lord Melchior
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Re: ZF_Pyramid (Current Version: B1)

Post by Lord Melchior » April 27th, 2011, 1:35 am

thanks, me neither :3

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Re: ZF_Pyramid (Current Version: B1)

Post by SanVich » April 27th, 2011, 10:29 am

where exactly do zombies spawn on this map?
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Lord Melchior
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Re: ZF_Pyramid (Current Version: B1)

Post by Lord Melchior » April 27th, 2011, 11:17 am

The zombies spawn in the four small rooms on the bottom floor. If you look at the Entrance Hall screenshot, behind the walls left and right of you, and in he rooms opposite of those. That way they can ambush the red team as they come in, and as they try to get out. I was thinking of maybe adding BLU spawnpoints on the mini-maze on the second floor, but I'm not sure. What do you think?

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Re: ZF_Pyramid (Current Version: B1)

Post by SanVich » April 27th, 2011, 11:30 am

Lord Melchior wrote:The zombies spawn in the four small rooms on the bottom floor. If you look at the Entrance Hall screenshot, behind the walls left and right of you, and in he rooms opposite of those. That way they can ambush the red team as they come in, and as they try to get out. I was thinking of maybe adding BLU spawnpoints on the mini-maze on the second floor, but I'm not sure. What do you think?
It would be dependent on how large the pyramid is compared to the players, if the pyramid is huge, then yes do it, otherwise it might not be needed(for balancing issues and whatnot)
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Lord Melchior
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Re: ZF_Pyramid (Current Version: B1)

Post by Lord Melchior » April 27th, 2011, 1:15 pm

The pyramid isn't huge. It's 4 floors (excluding the treasure platform). It took me 50 seconds to walk from the RED spawn to the Treasure and back, but I know the shortest route and the booby traps, and there were no zombies or silly teammates to block my path.

50 seconds seems short, but the timer only lasts 3 minutes aswell.

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Re: ZF_Pyramid (Current Version: B1)

Post by kwbrownie2003 » April 27th, 2011, 10:43 pm

looks very nice, lol im sure a lot of new people will get crushed by booby traps XD
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Lord Melchior
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Re: ZF_Pyramid (Current Version: B1)

Post by Lord Melchior » April 28th, 2011, 2:05 am

kwbrownie2003 wrote:looks very nice, lol im sure a lot of new people will get crushed by booby traps XD
Probably. That's why the maptime is pretty short, in the next round you can alter your route and get crushed by other boobytraps :D

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Re: ZF_Pyramid (Current Version: B1)

Post by Lord Melchior » April 28th, 2011, 3:59 pm

ok I fixed the 3D skybox and the floating torch problem, but for some reason everything breaks down and falls to the ground at the start of the round, which probably means I impropely flagged one of the the physboxes or have a wrong input.output somehwere.

gonna take me a while to find. :S

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Re: ZF_Pyramid (Current Version: B1)

Post by Lord Melchior » May 1st, 2011, 6:00 am

VERSION B2

What's New:
-Fixed the 3D Skybox
-Fixed a problem with floating torches
-Fixed a problem where the main pillar would spawn broken
-Fixed a problem where part of the pyramid would break down when shot at
-Adjusted the hurttrigger near the Zombie Spawn
-Added some more boobytraps
-Added a few more breakable objects
-Made the intelligence more easily reachable after the main pillar crashes down when the treasure is returned.
-Fixed a "too many light styles on a face" error
-Added a little easter egg for shits and giggles (not map breaking this time I promise)

Known Bugs:
-Capturing the treasure in overtime will cause the zombie team the win, regardless of a successfull capture.

Download:
http://melchiormphilips.com/ATG/zf_pyramid_B2.bsp

The map is now 100% ready to be uploaded on the servers :3

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Lord Melchior
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Re: ZF_Pyramid (Current Version: B2)

Post by Lord Melchior » May 24th, 2011, 9:44 am

so I asked newman to upload this to the servers like a month ago, but he still hasn't. :c

also physboxes can be triggered moving when hit by a scout ball or demo pill, which looks kindof silly.
but ah well, it's not that much of a problem. besides I don't think there's a way to fix it.


also, I require some input from you guys. Should I increase the times you have to cap the treasure to three from 1?

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Re: ZF_Pyramid (Current Version: B2)

Post by Murbuto » July 31st, 2011, 7:44 pm

The pyramid needs to be closed until setup is over. Currently red can rush in and take the crown, and even if they all die they still respawn. This lasts about 20 seconds.
My code works 60% of the time, every time.

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Re: ZF_Pyramid (Current Version: B2)

Post by SanVich » July 31st, 2011, 8:14 pm

Actually the spawn room for red is still active even after the setup is over
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Re: ZF_Pyramid (Current Version: B3)

Post by Lord Melchior » August 2nd, 2011, 1:12 pm

VERSION B3
Image

What's New:
- Added Large ATG and Lord Melchior Texts to the 3D Skybox
- Added Setup Time for the zombies
- Added a front door to the pyramid that opens at the end of setup time and closes when the treasure is picked up.
- Added button to open the main door when it closes
- Survivor Spawn disables after setup time.
- Removed Flag Cap (you must cap it 4 times, instead of 1. This is a server thing and it was set to 4 the last time I checked)
- 50 seconds will be added to the timer upon a successfull capture
- Added Poison Water Trap
- Added Spike Trap
- Added a 5 second cooldown to the Stair Trap
- Made the boulder unbreakable before falling
- Added more lighting
- Fixed a glitch where Demomen with the Charge n targe could rush up to the top of the pyramid
- Removed hurt_trigger near zombie spawn.

Image

Known Bugs:
- Capturing the treasure in overtime will cause the zombie team the win, regardless of a successful capture.

Download:
http://melchiormphilips.com/ATG/zf_pyramid_B3.bsp

I was also considering turning it into a survival map, but Sandvich talked me out of that.
In any case, these fixes should make the map alot more playable, and alot more fun. :3
Ready for upload at your earliest convenience.

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