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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MeitanteiConan
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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 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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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
no Brownie you are credit to team-Derp ♥
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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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Lord Melchior
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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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Re: ZF_Pyramid (Current Version: B3)

Post by Stephen » August 2nd, 2011, 2:01 pm

get some displacement on those outside ground textures
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Re: ZF_Pyramid (Current Version: B3)

Post by Lord Melchior » August 2nd, 2011, 2:33 pm

Stephen wrote:get some displacement on those outside ground textures
it'd be a pain in the ass to align it properly with the pyramid and the 3D skybox. :/

Not sure what it would add either, you're inside msot of the time anyway.
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Re: ZF_Pyramid (Current Version: B3)

Post by Stephen » August 2nd, 2011, 6:48 pm

skybox blend you usualy build it land around your level cut out the peices resize them to 1/3 and aligns well


process is something like that its been awhile
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