I'm throwing together a quick test on the Zissou server to check out these maps below. Going to test at like 5 PM eastern today or something around then. Looking for 1 more map to add to this list.
Once again the PA server fails to learn the age old lesson that people playing in really obnoxious ways combined with an already unpopular map ends with a dead server.
Once again the PA server fails to learn the age old lesson that people playing in really obnoxious ways combined with an already unpopular map ends with a dead server.
Says the guy building spawn-camping sentries in a 3v3 or whatever it was?
Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.
The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.
My cheap rates brings all the boys to the yard. Guys what I'm getting at is that I am free of charge. I have no standards here. Really.
EDIT: I am looking forward to your map, Crash, we had better play the crap out of it because I haven't played prophunt in days now. I find myself sitting at work thinking "I could totally fit in that closet, I wouldn't clip outside of it at all. I could hide in there all day long and nobody would find me because pyros would probably set off the smoke alarm".
The counterargument is that if their team is so bad that they let you spawn camp them, then you don't need to spawn camp them to win, and are breaking the first rule of the drama chamber.
Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.
The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.
how hard is it to do that random quadrant thingy doodle stuff
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Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.
The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.
how hard is it to do that random quadrant thingy doodle stuff
It's not too rough, just a little confusing right away.
It's basically setting a big invisible/ non solid barrier to divide up the map into quarters. Then setting up each chunk with it's own name, and stacking each version of props on top of each other with a different name. Then there is a relay that says "on round start, disable <each prop chunk version>" which clears the map of props, then it picks a random version for each quadrant and enables that. Leaving you with 4 quadrants of different props. The more versions you have for each quadrant, the more combinations you can have on your map.
So 4 quadrants with two versions, 4^2=16 possible map configurations. Or with 3 versions for each quadrant, 64 possible outcomes. I'm shooting for two versions of each quadrant when I am ready to release my alpha. Then I'll go back and add a 3rd. Possibly a 4th later on if the map can handle that much.
Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.
The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.
how hard is it to do that random quadrant thingy doodle stuff
It's not too rough, just a little confusing right away.
It's basically setting a big invisible/ non solid barrier to divide up the map into quarters. Then setting up each chunk with it's own name, and stacking each version of props on top of each other with a different name. Then there is a relay that says "on round start, disable <each prop chunk version>" which clears the map of props, then it picks a random version for each quadrant and enables that. Leaving you with 4 quadrants of different props. The more versions you have for each quadrant, the more combinations you can have on your map.
So 4 quadrants with two versions, 4^2=16 possible map configurations. Or with 3 versions for each quadrant, 64 possible outcomes. I'm shooting for two versions of each quadrant when I am ready to release my alpha. Then I'll go back and add a 3rd. Possibly a 4th later on if the map can handle that much.
you are putting in non-functional control points right? It'd infuriate pyros so much
Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.
The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.
how hard is it to do that random quadrant thingy doodle stuff
It's not too rough, just a little confusing right away.
It's basically setting a big invisible/ non solid barrier to divide up the map into quarters. Then setting up each chunk with it's own name, and stacking each version of props on top of each other with a different name. Then there is a relay that says "on round start, disable <each prop chunk version>" which clears the map of props, then it picks a random version for each quadrant and enables that. Leaving you with 4 quadrants of different props. The more versions you have for each quadrant, the more combinations you can have on your map.
So 4 quadrants with two versions, 4^2=16 possible map configurations. Or with 3 versions for each quadrant, 64 possible outcomes. I'm shooting for two versions of each quadrant when I am ready to release my alpha. Then I'll go back and add a 3rd. Possibly a 4th later on if the map can handle that much.
The whole quadrants thing seems kind of silly to me. I'm trying to figure out how you'd do this entirely from the wiki because I'm too lazy to download the Source SDK.
My guess: each "area" is given a logic_case entity. Name all the logic entities something like rand1, rand2, etc. and the props belonging to each logic group as, say, prop_2_3, which would be a prop in the third group belonging to the second logic_case entity. Each case in each logic group would send a show command to prop_X_*. From there, to reset the map, you would first hide prop_*, then you would fire PickRandom to rand*
Oh, also: if you don't have a few invisible scout entities hiding inside random props (actually they'd have to be func_details wouldn't they?), you are a bad person.
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Messed up the first upload. Changed the map and reuploaded, should be working now.
Why am I not downloading it from the server like in most tf2 cases?
But I did manage to get a picture of Loki managing to telefrag me!
It's okay, it was for SCIENCE!
3DS: 0447-9966-6178
Maybe there is something wrong with that one.
Says the guy building spawn-camping sentries in a 3v3 or whatever it was?
i was under the impression that it would be like
if you got so many items on X day
you can't get that many items again til next X day
it would be a personal drop system for everybody
You have to be drunk, then it will show up.
Also, fuck CTF games on small maps. The instant one team builds outside of the other's spawn, they'll never make it out.
You know if you get trapped in your spawn its your own fault.
One for letting them push you that far back and hold long enough to get sentries up.
Two for not taking 10 seconds to build a uber with a medic and a heavy/soldier/demo and just kill everything.
It was turbine. Not really that far to push. And I joined the server while they were trapped. So technically speaking, not my fault.
Its always your fault.
Because I'm blaming you.
do you really want more shafts in your face
Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.
The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.
EDIT: I am looking forward to your map, Crash, we had better play the crap out of it because I haven't played prophunt in days now. I find myself sitting at work thinking "I could totally fit in that closet, I wouldn't clip outside of it at all. I could hide in there all day long and nobody would find me because pyros would probably set off the smoke alarm".
(old argument!)
how hard is it to do that random quadrant thingy doodle stuff
Kronus you are my favorite customer
It's not too rough, just a little confusing right away.
It's basically setting a big invisible/ non solid barrier to divide up the map into quarters. Then setting up each chunk with it's own name, and stacking each version of props on top of each other with a different name. Then there is a relay that says "on round start, disable <each prop chunk version>" which clears the map of props, then it picks a random version for each quadrant and enables that. Leaving you with 4 quadrants of different props. The more versions you have for each quadrant, the more combinations you can have on your map.
So 4 quadrants with two versions, 4^2=16 possible map configurations. Or with 3 versions for each quadrant, 64 possible outcomes. I'm shooting for two versions of each quadrant when I am ready to release my alpha. Then I'll go back and add a 3rd. Possibly a 4th later on if the map can handle that much.
you are putting in non-functional control points right? It'd infuriate pyros so much
It's not a joke if someone doesn't take the bait!
EDIT: Thanks for the extra quote tag, screwin' up my post ya silly goose.
The whole quadrants thing seems kind of silly to me. I'm trying to figure out how you'd do this entirely from the wiki because I'm too lazy to download the Source SDK.
My guess: each "area" is given a logic_case entity. Name all the logic entities something like rand1, rand2, etc. and the props belonging to each logic group as, say, prop_2_3, which would be a prop in the third group belonging to the second logic_case entity. Each case in each logic group would send a show command to prop_X_*. From there, to reset the map, you would first hide prop_*, then you would fire PickRandom to rand*
Oh, also: if you don't have a few invisible scout entities hiding inside random props (actually they'd have to be func_details wouldn't they?), you are a bad person.