ARENA butchery_lumberyard

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
butchery- it's kinda of oldschool team deathmatch,but your team earns points when enemy dies,no matter because of what!So,provide them to DIE SOME MORE!
earn 100 points in 5 minutes to win!
each death grants 1 point and 5 seconds to round timer!
GORE,GORE,GORE!
this map is just a logic test on a bit changed arena_lumberyard.
p.s. no need to place screenshots, you everyone know how looks arena_lumberyard
 
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6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
Sometimes i don't want to watch for control points, cart,flag and etc. because often i have a situation, when half of team fragging and all others just retarded kids, without brain and with circular hands,and i am single one,who cares about round objective.
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
i tried double-timer mechanics, but failed. now its just grants 5 sec to round-timer and game ends when time is 0 or when some team gained 100 frags. if noone gained 100 frags, but no more time left, then team with bigger frags count wins
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
How long is the initial timer? Perhaps you should let the map end (switch) OnObjectiveReached because it sounds like a very fast paced map that could easily burn players out but sounds fun in a short term way. But make very sure that spawmcamping is impossible cause that would break this map especially cause every kill counts.
Looking forward to first test. :rolleyes:
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
initial timer is 5 minutes.
about spawncamping - i want to make kinda of a lot small spawnrooms,but i need test logic at first
it you want, you can test that stuff with me
anyway,i can make moveable spawnpoints!
 
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Sebi

L2: Junior Member
Aug 13, 2011
65
13
I advise making either the initial timer or the bonus time per kill dependent on the number of players. Low player count - high times. High count, low times. And perhaps remove respawntimes alltogether.

I would be pleased to test with you. Just add me in Steam.
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
I advise making either the initial timer or the bonus time per kill dependent on the number of players. Low player count - high times. High count, low times. And perhaps remove respawntimes alltogether.

I would be pleased to test with you. Just add me in Steam.
i glad to remove spawntimes,but how? i know about mp_disable_respawn_times 1 and etc. stuff, but i can't configure that using some entity(gamerules inputs have no affect-8 seconds is lover respawn time i get),right?
p.s. hell yeah!i will make that with koth-like double-timers!
 
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6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
so, some issues found together with Sebi:
- no player death detection if multiple players playing. already fixed, soon will be updated
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
Was nice to have helped you :). Hope you help me back when the time has come.
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
logic_auto OnMapspawn tf_gamerules SetBlue/RedTeamRespawnWaveTime 0
the result was 15 seconds respawn time,i have already tried that
actually, now im using tf_gamerules SetBlue/RedTeamRespawnWaveTime 8,but respawn time still 10 seconds o_O
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
the result was 15 seconds respawn time,i have already tried that
actually, now im using tf_gamerules SetBlue/RedTeamRespawnWaveTime 8,but respawn time still 10 seconds o_O

Spawn times vary anywhere between x and 2x where x is the RespawnWaveTime.
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
you should release a prefab of the entities, instead of a decompiled map with entities
i will release prefab when all logic becomes ready
p.s. thats not a decompiled map, that's was in hammer map's dir when i have donwloaded that
p.s.2 ouh yeah,one more thing - spawn times are 0. on next update will be removed main timer and frag counting. there will be two timers,which will gain bonus time on enemy death. loses that team, which timer reaches 0 faster. kinda of butchery race :D
 
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6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
ah,damn,i have "SteamStartup() failed: SteamStartup(0xf,0x0012F174) failed with error 1: failed to take master pipe connection lock" on attempt of launching vis and rad, and "SteamStartup() failed: SteamStartup(0xf,0x0012E5BC) failed with error 1: failed to take master pipe connection lock" on attempt to start TF2. but SSDK work fine.