off_center_stage_1a 2022-12-09
a traditional payload game in a non-traditional environmen
Well here it is, after about six months (off and on) of work, I present to you pl_offcenter_stage1.
It's a traditional payload game in a non-traditional environment and I've tired to make it so that there's NO NINETY DEGREE angles anywhere in the map. (ok there's a couple but I went a little nuts trying figure out what way was up since there was so little to go on when looking at the 3D grid in hammer)
So what are the highlights? Here's a list:
- A couple of custom models - the frog sphere specifically
- Custom textures throughout
- almost no 90 degree angles
- scripted endgame sequence only seen if the round is won by blue
- a dynamic payload path < a glowing orb will lead from both team starting spawns and will take players to the cart < as far as I know this has NEVER been done before
- and most certainly a map where I have tried to break all the rules of TF2 and still make it work
Although I have tried to do this project on my own as much as possible, I will send out the following notes of thanks for items along the way - if I have missed any of you I applologize:
LogicScript2022 - getting my temple flame timer bug fixed with the on/off suggestion
Stackman - for helping me figure out why my env_sprite was showing up in game and the payload clipping getting a player stuck in it issue
Max - Luxel Density < don't go overboard or makes huge map file
LuxDelux - I knwo he did something but I can't remeber what
Pdan - suggestions/tips for the overall lighting of the frog god temple < after all Pdan does think about frogs
14bit - making the welcome camera that of something else in the map so that people will only see the frog temple as more of an easter egg type of thing
So all that being said - enjoy getting your mind warped just a little playing this map and I'll be taking a bit of a break before working on stages 2 and 3.
It's a traditional payload game in a non-traditional environment and I've tired to make it so that there's NO NINETY DEGREE angles anywhere in the map. (ok there's a couple but I went a little nuts trying figure out what way was up since there was so little to go on when looking at the 3D grid in hammer)
So what are the highlights? Here's a list:
- A couple of custom models - the frog sphere specifically
- Custom textures throughout
- almost no 90 degree angles
- scripted endgame sequence only seen if the round is won by blue
- a dynamic payload path < a glowing orb will lead from both team starting spawns and will take players to the cart < as far as I know this has NEVER been done before
- and most certainly a map where I have tried to break all the rules of TF2 and still make it work
Although I have tried to do this project on my own as much as possible, I will send out the following notes of thanks for items along the way - if I have missed any of you I applologize:
LogicScript2022 - getting my temple flame timer bug fixed with the on/off suggestion
Stackman - for helping me figure out why my env_sprite was showing up in game and the payload clipping getting a player stuck in it issue
Max - Luxel Density < don't go overboard or makes huge map file
LuxDelux - I knwo he did something but I can't remeber what
Pdan - suggestions/tips for the overall lighting of the frog god temple < after all Pdan does think about frogs
14bit - making the welcome camera that of something else in the map so that people will only see the frog temple as more of an easter egg type of thing
So all that being said - enjoy getting your mind warped just a little playing this map and I'll be taking a bit of a break before working on stages 2 and 3.