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Re: ZF_Pyramid (Current Version: B3)

Posted: August 3rd, 2011, 7:59 am
by Lord Melchior
the skybox is 1/16th the original size

but in any case, I really don't think it's neccessary so I'll leave it as is.

Re: ZF_Pyramid (Current Version: B3)

Posted: August 3rd, 2011, 9:15 pm
by Murbuto
Nice. It's starting to shape up nicely. I feel that the addition of ATG and your name to the skybox might look a bit tacky though. Perhaps there's a more classy way to do this.

Re: ZF_Pyramid (Current Version: B3)

Posted: August 4th, 2011, 4:03 am
by Murbuto
Actually nvm. The name is fine. But put the cap limit back to 1. 4 is impossible. 1 is hard.

Re: ZF_Pyramid (Current Version: B3)

Posted: August 5th, 2011, 6:12 am
by Lord Melchior
Well, the cap limit a server thing now. If you want it changed ask newman.

Re: ZF_Pyramid (Current Version: B3)

Posted: August 5th, 2011, 1:21 pm
by Stephen
yes thats an sdk value

Re: ZF_Pyramid (Current Version: B3)

Posted: August 9th, 2011, 1:43 pm
by Lord Melchior
SandvichSpy wrote:
Lord Melchior wrote:Well, the cap limit a server thing now. If you want it changed ask newman.
Are you sure it's a server thing? I coulda swore you can set up a capture limit in hammer...
oh well... how did I set cap limit?

The last time I made an output that made the red team win upon capture.

I'll look into it.

in any case, it'll be set to 3 by default, so hurray?

Re: ZF_Pyramid (Current Version: B4)

Posted: September 5th, 2011, 1:16 pm
by Lord Melchior
The cap limit IS in fact, a server thing, beyond my control. But apart from that:

VERSION B4
Image

What's New:
- Moved the Large ATG and Lord Melchior Texts to the 3D Skybox
- Added a button that opens the front door in front of the pyramid, activated at the end of Setup.
- Decreased the time taken to open the main door when either button is pressed
- Increased the added time upon a successful capture to 65 seconds, from 50.
- Actually fixed the glitch where Demomen with the Charge n targe could rush up to the top of the pyramid this time.
- Fixed the buggy textures in the Poison Water Trap
- Fixed Spike Trap (you can actually jump over it now)
- Fixed lighting
- Added health and ammo packs
- Added a marker around the RED Respawnzone and Capturezone.

Image

Known Bugs:
- Capturing the treasure in overtime will cause the zombie team the win, regardless of a successful capture.
- Walking up to the front door will also open it, regardless of wether a button is pressed.

Image

Download:
http://melchiormphilips.com/ATG/zf_pyramid_B4.bsp

Well, I believe I have to beg Sandvich to up the map this time around. :3
I'm also still working on Office, it's going to be much better.

Re: ZF_Pyramid (Current Version: B4)

Posted: September 5th, 2011, 2:39 pm
by Lord Melchior
SandvichSpy wrote:And for the door opening prematurely, I believe some zombies were smacking the button during the setup phase...So if that is true I'd suggest having the button initially disabled, and then enable it in the team round timer logic when the setup is done.
That's fixed now, even if that were the case. :3

Re: ZF_Pyramid (Current Version: B4)

Posted: November 12th, 2011, 10:59 am
by Lord Melchior
SandvichSpy wrote:Edit: on the bug about capturing in overtime causes zombie team to win, I know there is an option on something.. (cp master maybe) in which you can choose to allow ctf overtime or not (ie: allowing holding of intelligence after time is up to go into overtime)
I've looked into it, tf_gamerules has this option. I'll fix it in the next update.
Addittionally, I'm adding two more pyramids to zf_pyramid, one the same size and one almost 4 times the size. Renaming it to zf_pyramids too. Could take a little while before it's done.

On the mean time, I'm also tweaking this map to enter it into the Treasure Hunter mapping contest currently going on at GameBanana.