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.
ZF_Pyramid (Current Version: B4)
-
- Member
- Posts: 500
- Joined: August 18th, 2010, 2:31 pm
- Ingame Name: [ATG] Lord Melchior
- SteamID: STEAM_0:1:24385041
-
- Manager
- Posts: 215
- Joined: February 1st, 2010, 12:03 am
- Ingame Name: [ATG]MÚŔßÚŤŐ
- SteamID: STEAM_0:0:19720257
- Location: The Western Hemisphere
Re: ZF_Pyramid (Current Version: B3)
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.
My code works 60% of the time, every time.
-
- Manager
- Posts: 215
- Joined: February 1st, 2010, 12:03 am
- Ingame Name: [ATG]MÚŔßÚŤŐ
- SteamID: STEAM_0:0:19720257
- Location: The Western Hemisphere
Re: ZF_Pyramid (Current Version: B3)
Actually nvm. The name is fine. But put the cap limit back to 1. 4 is impossible. 1 is hard.
My code works 60% of the time, every time.
-
- Member
- Posts: 500
- Joined: August 18th, 2010, 2:31 pm
- Ingame Name: [ATG] Lord Melchior
- SteamID: STEAM_0:1:24385041
Re: ZF_Pyramid (Current Version: B3)
Well, the cap limit a server thing now. If you want it changed ask newman.
-
- Founder
- Posts: 1646
- Joined: June 14th, 2009, 12:35 am
- Ingame Name: [ATG] ﯖҭϵҏӊϵɳ
- SteamID: STEAM_0:1:8566258
-
- Member
- Posts: 500
- Joined: August 18th, 2010, 2:31 pm
- Ingame Name: [ATG] Lord Melchior
- SteamID: STEAM_0:1:24385041
Re: ZF_Pyramid (Current Version: B3)
oh well... how did I set cap limit?SandvichSpy wrote:Are you sure it's a server thing? I coulda swore you can set up a capture limit in hammer...Lord Melchior wrote:Well, the cap limit a server thing now. If you want it changed ask newman.
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?
-
- Member
- Posts: 500
- Joined: August 18th, 2010, 2:31 pm
- Ingame Name: [ATG] Lord Melchior
- SteamID: STEAM_0:1:24385041
Re: ZF_Pyramid (Current Version: B4)
The cap limit IS in fact, a server thing, beyond my control. But apart from that:
VERSION B4
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.
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.
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.
VERSION B4
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.
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.
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.
-
- Member
- Posts: 500
- Joined: August 18th, 2010, 2:31 pm
- Ingame Name: [ATG] Lord Melchior
- SteamID: STEAM_0:1:24385041
Re: ZF_Pyramid (Current Version: B4)
That's fixed now, even if that were the case. :3SandvichSpy 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.
-
- Member
- Posts: 500
- Joined: August 18th, 2010, 2:31 pm
- Ingame Name: [ATG] Lord Melchior
- SteamID: STEAM_0:1:24385041
Re: ZF_Pyramid (Current Version: B4)
I've looked into it, tf_gamerules has this option. I'll fix it in the next update.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)
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.