pp_powerjuice

pp_powerjuice A5

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Yes i will upload screenshots... i just have to figure out how.
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Screenshots (a bit outdated but who cares):
FE5E8B9F07C30425A1509A8C00310A12F0D257DB

86E43BACEA770E628BECD5EFC83D076390359DC2
957D39937797541D80BB4B8889E3A2CC174D283B

FB8475C61FAAA7B2FB14E58C1577CD60E3D47620

FACE566C3755D73E2D7B1CE56C14905A053B67D7

A193A685E8E8A3332594F6AB8AA30EA1E4E0649E

42049EA62E92A5A9BEDA0607F9108FCC98EB10C5

69570A09284F74A0999AC9908E0D8EA81BAC6780

000DAE4D96A0F1D71BAFD6E1E9079B3E6D907564
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
Did much change in the layout? I found the huge sight line in the middle of the map to be super big, boring, and not fun to play on.
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Did much change in the layout? I found the huge sight line in the middle of the map to be super big, boring, and not fun to play on.
if you compare it to A1 there is a lot more cover now.
and in A4 it will be changed even more.
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
changelogs for a4
by @[PRG]Joshenkstone
-fixed players from getting stuck inside of the cart, Special thanks goes to @DrLambda.
-fixed the word "possible" being misspelt in the goal text.
-fixed being able to stand on a red setupdoor.(aparently changes have to be made to both sides on a semetrical map)
-rotated the rock under the new one way door at the blu side so it can be used as stairs... kinda.
-you can no longer build on top of the crain.
-repositioned a rock at the red spawn so it's less confusing why they are being stoped by a clipbrush.
-added signs showing where the powerjuice spawns.
-lowerd the filesize
by @BenCo
-added one way door from the special powerjuice spot.
-added a shelf with some crates on top of it to the crossover area blocking sidelines.

Read the rest of this update entry...
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Just so you know, we were imping this map earlier and someways into it a third of the players crashed to desktop. Also, some of the custom content hadn't been packed.
Aw man all those crashes. Gues we'll have to take a look at it again.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
-fixed players from getting stuck inside of the cart, Special thanks goes to @DrLambda.
Nope, I still got stuck in the cart. Also, when you stand on top of it and the cart turns around a corner you are also being turned.

Also, there isn't any progress bar on the HUD making it virtually impossible to know where each cart it.
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Nope, I still got stuck in the cart. Also, when you stand on top of it and the cart turns around a corner you are also being turned.

Also, there isn't any progress bar on the HUD making it virtually impossible to know where each cart it.
the hud can't be displayed because it will be ctf because of the item_teamflags. and why you can get stuck inside of the cart. I have honestly nooo idea.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
I also want to say that during the tests, we realized that the skybox was really really low. For my maps, i try to keep up the pl_upward standard, which is about 1500hu over the highest standable floor, which will only make you hit the skybox when you jump straight up with two stickies. If i had to guess, i'd say that your skybox currently is maybe half of that.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
the hud can't be displayed because it will be ctf because of the item_teamflags. and why you can get stuck inside of the cart. I have honestly nooo idea.
Right now the carts are treated just as moving props, not an actual payload. Putting in a team_train_watcher entity (or since you have two carts a tf_logic_multiple_escort makes the game treat the carts as actual payloads and for some reason improves the collision a whole lot. And it'll give you a HUD.
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Right now the carts are treated just as moving props, not an actual payload. Putting in a team_train_watcher entity (or since you have two carts a tf_logic_multiple_escort makes the game treat the carts as actual payloads and for some reason improves the collision a whole lot. And it'll give you a HUD.
And what if i tell you those entities are already in the map.
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
Isn't there a way to override the CTF logic with the PLR logic? I seem to remember @YM did something similar with arena_sacrifice, where the CTF logic was overriding the Arena logic so he did something fancy to stop that from happening. I can't remember off the top of my head exactly what he did though.
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Isn't there a way to override the CTF logic with the PLR logic? I seem to remember @YM did something similar with arena_sacrifice, where the CTF logic was overriding the Arena logic so he did something fancy to stop that from happening. I can't remember off the top of my head though.
That would be amazing if it is posible. than the hud should be normal too. I think.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
He used a point_template to do this. If you enter the item_teamflags in that entity and leave the "Don't remove template entities" flag unchecked, then the flags will be saved and removed, allowing you to compile the map as PLR and spawn the flags in while the map is running.
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Alright the hud now shows the carts and you won't get stuck inside of the cart or ground either.
@killohurtz and @Muddy will get a special thanks for those fixes in the changelog of a5 because I am a nice person.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
ctf logic seems to take precedence, if you make all the flags templates by using point_template and spawn them 1 second after the level loads, it'll go with the other type of HUD and the ctf junk won't appear
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
ctf logic seems to take precedence, if you make all the flags templates by using point_template and spawn them 1 second after the level loads, it'll go with the other type of HUD and the ctf junk won't appear
yea it's already fixed for a5.
a5 just takes a while because BenCo doesn't have much time and he is gonna remake the lighting.
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
I think it's done. But if it's still hurts the eye I will fix it. I'm still not happy with blu spawn's lightning