New Submission: billiards

Big Lou

L3: Member
Mar 17, 2008
120
27
Downloads: A new file has been added by Big Lou:

billiards

billiards0001_4xC.jpg


billiards0000_xt0.jpg


billiards0002_h8d.jpg


billiards0003_10d.jpg


Billiards (Final)

Welcome to Billiards, the new sports map for Team Fortress 2! It's a new twist on team ball-oriented game play. This is an actual game of billiards. Each team must shoot, hit, or blast their own color's balls into the pockets before the other team does the same. Don't fall into the pockets! Also, be cautious of the 8-ball... it looks a bit menacing...
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NEW In Final Billiards!
Change Log:

- Entire map completely rebuilt from the ground up to improve on flawed mapping.
- A lot of lighting and visual improvements.
- Performance has greatly improved.
__________________________________________________________

I would like to thank a few people for without whom this map would never happen.

Thanks to Hsnopi for helping me think to turn this from a generic CP map into an actual billiard game!
Thanks to Fishy for help with troubleshooting PakRat!
Thanks to Bud Doug Lee for getting me in the right direction for the scoring mechanism!
Thanks to Milky for helping me get started in mapping!
Thanks to EVERYONE who has helped test, give suggestions, and critique the map from
TeamFortress2Fort.com, TF2maps.net and elsewhere!

-Big Lou
 
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T

The Asylum

If you could make a thread in Tutorials or w/e telling us how you made the balls respond to kinetic energy (moving when being hit), I'd be really really thankful
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
I think think this is the first time Ive seen a mapper's mark that completely fits in with the level. I wouldn't think twice at seeing a "Big Lou's Billiards" sign as the name of a pool hall.
 

Big Lou

L3: Member
Mar 17, 2008
120
27
If you could make a thread in Tutorials or w/e telling us how you made the balls respond to kinetic energy (moving when being hit), I'd be really really thankful

Just make them a func_physbox. I mean, it wasn't as easy as that, I also made their mass scale .1 and added a pointcommand with a physics multiplier override. But overall, yes, all you need to do is make it a fun_physbox.
 
T

The Asylum

Just make them a func_physbox. I mean, it wasn't as easy as that, I also made their mass scale .1 and added a pointcommand with a physics multiplier override. But overall, yes, all you need to do is make it a fun_physbox.

Thanks. I assume then that the point command is part of making the balls "score?"
 
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Big Lou

L3: Member
Mar 17, 2008
120
27
No, actually making them move as fast as they do. The scoring system is based on "ontouching" outputs.
 
T

The Asylum

No, actually making them move as fast as they do. The scoring system is based on "ontouching" outputs.

Ah, yes. I tried the physbox last night, and all my test ball would do is a little hop and then stop dead. That's where the physics override (as well as point command) come in, right?

Also, could you elaborate on how you set up the ontouching oputputs?
 
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Big Lou

L3: Member
Mar 17, 2008
120
27
Well, technically the physics override is in the point command.

The ontouching output is just simply a trigger_multiple with a filter for each team's color balls (a trigger multiple for each color). When one of these comes into contact with the trigger, it fires an "ontouching" output to a math counter. When the math counter reaches its limit (sinking all 7 balls) it outputs a gameroundwin to win for that team.
 
T

The Asylum

I can't get my little test ball (a func_physbox) to register as "touching" the trigger when inside of it. I have a TouchTest input going into my trigger_multi every 0.1 seconds, yet the only thing it does register as "touching" the trigger is myself, the player. Are they any flags I need ticked or do I need to parent something to my func_physbox test ball?

Also, giving the balls team designations. I assume this is done by the Damage Filter field?
 

Big Lou

L3: Member
Mar 17, 2008
120
27
Yes, go to the flags and uncheck client and check physics object.

To give the balls team designation, I just simply named all of the blue balls to "blueball" and all of the red balls "redball". The game doesn't distinguish between different balls of the same color. Because of this and the scoring system, technically it can break since you can just sticky or rocket the balls out of the trigger area, and back in to cheat the system. To combat this, I actually teleport the balls from the pockets to a scoring room that houses the triggers so that the balls can never be removed and re-counted.
 
T

The Asylum

Big help man, just one more question: the physics override. How did you get it so the balls bounce around so much? My plain o' physbox ball just rolls along tediously, and its mass is set at 0.025. I know you said it had soemthing to do with point_clientcommands, but for the love of me I have no clue how to rig it up.
 

Big Lou

L3: Member
Mar 17, 2008
120
27
Place a point_servercommand in you map, then in the logic_auto, set it's output to:

OnMapSpawn > name of point_servercommand > Command > phys_pushscale 30

30 is the scaling number of the physics. Adjust the number to whatever is appropriate for your map.
 
T

The Asylum

Place a point_servercommand in you map, then in the logic_auto, set it's output to:

OnMapSpawn > name of point_servercommand > Command > phys_pushscale 30

30 is the scaling number of the physics. Adjust the number to whatever is appropriate for your map.

You sir, are a credit to humanity.

One love.
 

Dbri

L1: Registered
Nov 9, 2008
7
0
Very cool map. It was fun even just by myself and a few lifeless bots. I'd like to see it on a server sometime.