pass_volley_island 2018-03-31

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pass_volley_island 2018-03-31


Map with working "volleyball" logic. Changes seek range depending on player count. Blocks the projectiles but not the ball. Blocks players from jumping over. Detects balls which drops on your own field.
25 sec attack timer, if it runs out, your team dies and ball goes over to opponent.

sv_allow_point_servercommand always must be enabled for map to work properly. If it's off, the ball size is a bit too small and it may not count scores properly.

Map automatically reskins passtime ball to look like a beach ball.
Scoreboard shows team respective points.

If you want to play the map without subscribtion type into console:
map workshop/815285527
Ratings appreciated

Spawns now spawn ball according to who last scored. First ball is random.
Volleyball has too many rules, so i had to bend some - like picking up the ball. Unfortunately i found no way to make player throw the ball by itself when caught, if you have solution pm.

The way the scoring works(in case you are confused) -> if ball is thrown or colored it will score a goal, if it is without team color, it will get sent to the other side without a goal scored.

Changed look and the name of the map. Maybe i'll add some finishing touches, but i'm mostly satisfied with this version.
pass_volley_island0001.jpg pass_volley_island0002.jpg pass_volley_island0003.jpg pass_volley_island0010.jpg pass_volley_island0012.jpg pass_volley_island0019.jpg pass_volley_island0026.jpg
The ImprovisE!
First release
Last update
Pass Time
0.00 star(s) 0 ratings

Latest updates

  1. A new look

    Changed look and the name of the map. Maybe i'll add some finishing touches, but i'm mostly satisfied with this version.
  2. Counting players

    Removed 3d skybox, changed to the indoors gym type. added judges to sides of net. The logic is pretty much set All that is left is to add a few more touches to looks and balance the tf_passtime_ball_seek_range variable changes for different...
  3. after Imp update, almost finished

    after stress testing the map 12 v 12, i made so that wall blocks bullets and explosives, but not the ball. added func_nobuild on entire playing field (not that you have time to do that anyway) enforced forcedrespawns if ball falls into your own...