ZF_Pyramid (Current Version: B4)
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- Ingame Name: [ATG] Lord Melchior
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ZF_Pyramid (Current Version: B4)
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:
Entrance Hall:
Boobytrapped Staircase:
Treasure Platform:
McTavish's Cr... uh, I mean, The inteTREASURE. I meant treasure:
BOULDER!!!1!!!1!:
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
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:
Entrance Hall:
Boobytrapped Staircase:
Treasure Platform:
McTavish's Cr... uh, I mean, The inteTREASURE. I meant treasure:
BOULDER!!!1!!!1!:
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)
Looks awesome Melchior ^^ Can't wait to try it out.
-SON OF A CONAN!!!- [ATG] Derp ♥
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Re: ZF_Pyramid (Current Version: B1)
thanks, me neither :3
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Re: ZF_Pyramid (Current Version: B1)
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)
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.
50 seconds seems short, but the timer only lasts 3 minutes aswell.
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- Ingame Name: [ATG] Brownie
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Re: ZF_Pyramid (Current Version: B1)
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 ♥
I HAVE NASTASKA-ChoZO
spy almost spyed me!!-Derp ♥
"Remember remember, the 5th of november, the gunpowder treason and plot, I know of no reason why the gunpowder treason should ever be forgot......"-V
Brownie, how can I stay mad at you, You're my apartment-Blackphoenix
Me:I'm hip, I'm fresh! Yeah fresh out of dumbass school-Conan
I HAVE NASTASKA-ChoZO
spy almost spyed me!!-Derp ♥
"Remember remember, the 5th of november, the gunpowder treason and plot, I know of no reason why the gunpowder treason should ever be forgot......"-V
Brownie, how can I stay mad at you, You're my apartment-Blackphoenix
Me:I'm hip, I'm fresh! Yeah fresh out of dumbass school-Conan
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Re: ZF_Pyramid (Current Version: B1)
Probably. That's why the maptime is pretty short, in the next round you can alter your route and get crushed by other boobytrapskwbrownie2003 wrote:looks very nice, lol im sure a lot of new people will get crushed by booby traps XD
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Re: ZF_Pyramid (Current Version: B1)
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
gonna take me a while to find. :S
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Re: ZF_Pyramid (Current Version: B1)
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
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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Re: ZF_Pyramid (Current Version: B2)
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?
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)
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: B3)
VERSION B3
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.
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.
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.
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)
get some displacement on those outside ground textures
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Re: ZF_Pyramid (Current Version: B3)
it'd be a pain in the ass to align it properly with the pyramid and the 3D skybox. :/Stephen wrote:get some displacement on those outside ground textures
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)
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
process is something like that its been awhile