tow_antimatter

tow_antimatter B14

Well - here you go boys and girls - a 'new' version of antimatter - the changes are:

Converted the old game logic over to my new game logic
  • this stops the stalemate that happens with Tug of War Maps
  • rounds are now won by, holding onto the cart AND capping points or pushing the cart to victory (the final point) regardless of how many points the other team has on the scoreboard

Game play
  • modified the teleportation system in the map so plays have multiple ways of getting to the cart and closer to the cart
  • changed some door logic so that players will have to attack and defend MUCH harder
  • spawn changes occur based on cart location not acutal points due to the circular layout of the map
  • fixed a couple of ramps in the center where bots were getting stuck
  • fixed the light rail to eliminate the gaps in some parts of it
  • added in a scoreboard that can be seen in different parts of the map so players can keep track of the score
  • 1 point is given every 5 seconds to the team that last touched the cart via a timer, timer ends and your team starts getting a point as soo as your team touches the cart
  • added in another spawn exit to room 02 to help stop any spawn camping < haven't seen it yet but wanted some extra protection.

In order to win this map - teams will have to be super aggressive and co-ordinate their team work.

The map is very fast paced now and the cart will speed up with more players on it

Since it's such a big logic project - please let me know if you find any bugs so I can kill them lol

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- hopefully teleporter bug is now fixed - TOW is SO HARD to get working right

- a couple of minor visuals
- fixed broken spawn issue where players were being teleported to wrong room
- did some of the changes pointed out in the last test

Enjoy!
- Removed the subway information sign in starting spawn so as not to confuse players
- detailed starting spawn so it wouldn't look like a empty box
- fixed a teleportation coding bug (hopefully)
- swapped out old antimatter payload model with the one from spacewar
- removed a lot of the HUD hints and replaced them with two more directional arrows
- got rid of the displacements in center cap zone to make it look more like a space station
- replaced textures going down to that anitmatter core creating a cooler looking pit
- fixed a hint firing twince when it shouldn't have
- fixed a Gman Bug - to he will now appear on both sides of the map at random
- fixed 4 teleport destinations to point players forward upon exiting, there was a random case happening on exit that you might be thrown off the bridge and outside the playable area of the map.

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- recoded teleportation for spawn rooms - players won't get stuck in spawns
- touched up some brush work
- added in map instructions for new players and one graphic explaining the circular nature of this combat mode
Trying to re-upload version 6.

Edit: Map successfully uploaded people can now dl B6
First update in over two years :)

Major recoding of the game logic to improve:
- spawn functionality - helps players understand where they are now spawning better
- team specific spawn room change notifications to also help with the above
- some directional arrows added in
- HUD Hints along cart path also inform the player where the cart is besides the dynamic arrow

Minor Stuff
- a couple of props added in
- lighting improvements
- some texture work - alignments etc.
- a visit from the gman :)

This map still is probably the best looking map I've done.

Enjoy!
Knew I forgot to do something - forgot to give you all the updated version :)

- fixed teleport sprites
- moved some spawn triggers
- adjusted timers
- put in a slew of arrows to help players navigate the map
- adjusted player hints / instructions on screen messages

Unless someone finds a bug, it's the final version
ant_01.jpg
ant_02.jpg
ant_03.jpg
ant_04.jpg
ant_05.jpg
ant_06.jpg
Uploaded B4 bsp so discord bot can load for testing
Ok peeps thanks for being patient but I think I finally got it!

For some reason, this that or the other the map wasn't packing properly and it now seems to be properly packed up for all the custom content.

Enjoy and if anyone sees anything wrong with the packing - please let me know.