pd_nebula_peak

pd_nebula_peak a1

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pd_nebula_peak a1

Unfinished Spookfest 2022 Contribution

This is a map that I was putting together for the Unofficial Spookfest 2022 but sadly ran out of time to work on, it is a player destruction map inspired by the Disney attraction Space Mountain.

The map was originally conceived as a combination Player Destruction+Special Delivery Map where turning in the SD flag at the top of the lift would give your team a few seconds of crits, a few points towards the PD score, and enable the central capture zone for PD flags for a brief period.

This ran into technical difficulties immediately as I found out that PD and SD flags are ultimately the same entity and there is an odd bug where when you are carrying a SD flag you are allowed to pick up PD flags but not the other way around, this also caused issues where turning in the SD flag made the game think you also turned in your PD flags, but they were secretly conserved along with party leader status and would resume counting at the correct place the next time you collected a PD flag.

Hitting a technical dead end with two CTF-based gamemodes in the same map, I instead opted for the other gamemode with a movable-carryable neutral objective that isn't based on CTF. Passtime. This actually playtested fairly well initially as the roller coasters in the map had fun physics interactions with the passtime jack, but this also hit a fatal problem. func_capturezone does not work properly in a map that contains a passtime_logic entity, so I was stuck again with the fundamental problems of merging game types in TF2.

Here's a brief clip I recorded of playing around with the physics between the jack and the coaster train.

Passtime also does not allow you to edit its UI at all, which if I could get the game mechanics working properly I was planning to reimplement the entire PD hud to wrap it around the passtime hud where possible.

Towards the end of the contest the map was converted into a simple player destruction map, but I was unable to find a good gameplay use for the area at the top of the lift hill that was in previous iterations the SD capture point and the passtime touchdown goal, likewise, there was a giftshop / ride exit area on the bottom level now that didn't serve much of a purpose, as previously it was the / one of a few spawn points for the SD flag or passtime jack depending on the map iteration.

There was definitely a lot more bug testing on this map than was originally intended and that plus external factors hampered my ability to finish it within the contest window. The bsp is in a crudely playable state but is missing critical things like spawn doors, the red side roller coaster entities, and lighting. I have also opted to include the last iteration that included the passtime entities in case anyone wants to take a crack at making that work where I was unable to.
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Author
Panegyr
Downloads
132
Views
424
First release
Last update
Category
Player Destruction

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