Donkey Kong Payload - Help needed on the final cap point

Mic

L1: Registered
Sep 9, 2008
48
14
For the most part, the map has been tested and balanced out good. I am going to add some gates to the lower spawns like the above spawns, but I have a nagging issue with the payload final cap point, some times it wont trigger the blue team win!?

Suggestions or help would be greatly welcome! Zip file with models and raw map:

** UPDATE BETA6 http://screenracer.com/tf2/maps/dk_files_beta6.zip**

pl_donkeykong_alpha310007.jpg
 
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Spike

L10: Glamorous Member
Feb 13, 2008
716
82
LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL

That's an awesome idea
 

Mic

L1: Registered
Sep 9, 2008
48
14
Well, that's hilarious no matter what.

Thank you! For viewers just passing thought, I uploaded the some of the video I took from the last large beta test.

[ame="http://www.youtube.com/watch?v=1_sdbg-OABg&feature=channel_page"]YouTube - Donkey Kong Map - Team Fortress 2 beta test.[/ame]
 
Feb 14, 2008
1,051
931
It's not actually an original idea, this was originally done by Jazz of CP but didn't gain much popularity. This has higher production values thought ;)
 

Mic

L1: Registered
Sep 9, 2008
48
14
It's not actually an original idea, this was originally done by Jazz of CP but didn't gain much popularity. This has higher production values thought ;)

Thank you for the comment, most of the map was created in max with collision. Do you have a link to the other map? I would love to test it out. I am sheltered because I hardly play on any other servers, my main hang out is necrophix.com :thumbup:
 

ChickenHunter

L4: Comfortable Member
Feb 12, 2008
163
13
Which server is this on?! I MUST PLAY IT!.

EDIT:
also if you want help testing, i might be able to get this on obscure studios server if jazz isnt going to stop me out of jealousy.
 
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What The Funk

L1: Registered
Dec 13, 2008
9
2
Nice work nic

Well how to start
sack welldone with making this map playable. i must admit im yet to play the working version but i have been helping out on givign sac ffedback and mapping support.

i love watching it from the side because of the way you can just see a hevey pointing upwards and so on. ACE

i hear that there are still bugs tho (not to get you down) that need to be adressed before its put up for general consumption. but otherwise i love it.

when i first heard that Mic was making this map, me and other memebers or Necrophix.com started talking about what other maps would work. we went throug tetris and frogger, and then pacman??? i thought it over and decided to make the pacman map to go with this map so we could make colab arcade. i had a bit more time on my hands so i have mine currently at a playable level at a B4. so once both of us have got our maps next to finnished, you can look forwould to seeing a NGC_ARCADE map, mixing the both, (providing mic is still up for it)

cp_pacman_wtf_b4
+
donky Kong a3
=
OMG IV GT TO PLAY THIS MAP!!!!


jsut to plug for a second. We are both part of the [NGC] Necrophix Gaming Community. we run servers in basicly any game the comunity want to play e.g.
Tf2 30 slot ( 74.63.41.202:27015 )
Tf2 zombie mod ( 74.63.41.206:27015 )
Age of Chilvery ( 74.63.41.205:27030 )
Natural Serlection ( 74.63.41.201:27015 ) a half-life 1 mod the community formed around
and meny more

Vent:ventrilo.necrophix.com
Port:4559
we are a open community, just sign up on the fourms and away you go.
www.necrophix.com

again love the map mic :p

p.s. my map if you want to take a gander http://www.fpsbanana.com/maps/72607 but thats another story

o and mic, STOP USING MODLES FOR EVERYTHING!!!!!!
 

Mic

L1: Registered
Sep 9, 2008
48
14
Thanks for the kind words y'all! :p You are correct Funk, the map needs some fine tuning, but over all seems to have a balance now. I was worried the top team would just rain down the pain, but as the blue team keep taking a level, it hinders the top red team from getting a solid setup.

As for testing, you guys are welcome to test it and send me feedback! :) Necrophix is very cool about allowing me to test on the public server when each new version is available.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
So it's one, big prop?
 

Mic

L1: Registered
Sep 9, 2008
48
14
So it's one, big prop?
More like several big props, as I found a collision object limit within a model The spawn rooms are made with brushes, but overall models dominate the map.

Getting back a little, I still need help with the final cap point, because for some reason the final cap will not capture some times. This only seems to happens when map is on the server and not local? I was thinking it might have something to do with collision? Because sometimes players get stuck between mario and the level a few moments while mario moves forward.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
You can't just use "CaptureCurrentCP". You have to manually send an input to the CP to "SetOwner" to "3" when Mario passes the path.
 

ChickenHunter

L4: Comfortable Member
Feb 12, 2008
163
13
Ok so i talked to jazz and he loves the map and is perfectly ok with you doing a pl_donkey_kong map and is actually happy he doesnt have to make it anymore :p
 

Mic

L1: Registered
Sep 9, 2008
48
14
I made some updates tonight, adding doors to all the levels, adding a new model designed to give a fade to black look between the spawn rooms, and level. And I adjusted the mario cart objects collision, but it did not fix it. The problem comes from player collision getting stuck between mario and the level, when that happens it seems to break the map. One way to fix this is to move mario outside of the level and make the trigger just a long box that stretches out across a level. So you can never collide with it. But I'd like to keep him on his current track.

I uploaded the latest level and source. http://screenracer.com/tf2/maps/dk_files_beta6.zip

Big thanks goes out to the necrophix.com server and players for hosting a great test. Even though the map broke, each attacking team was able to win! Also thank you to Kiester and Mammal for all the mapping help!

The spawn fade object fakes a distance fog so it looks you fade into the level when you come out of the spawn. What the spawn fade looks like:

pl_donkeykong_beta6_fade.jpg

pl_donkeykong_beta6_fade2.jpg


BTW: Great post chicken hunter over on you tube! thank you :) I hope you had a good time testing it!
 
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ChickenHunter

L4: Comfortable Member
Feb 12, 2008
163
13
i think you meesed up the upload as there is pl_donkeykong_beta4 in the maps folder and not b6
 

Mic

L1: Registered
Sep 9, 2008
48
14
Thanks Floor Master! That is a great comment coming from you :) - I visit your servers every once in a while. I am one of the "Red Storm Guys" as I put it. I see you took advantage of the source, it looks great! Are all the barrels just dynamic objects bouncing around or on some sort of path?