rampage_devforts

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Devfort

Story :
RED and BLU found an amazing location for a base: within the virtual reality of the internet! Powered by four of the best supercomputers money can buy, each side set up a base. But the tubes aren't big enough for both of them; so they solved their problems in the virtual matrix with some very real fighting.

Objective :
Infiltrate the enemy base and cause as much destruction as possible! Demolish the orange blocks inside the enemy base and tear apart their three computers to win the match!

HUD :
The HUD features four control points for each side; each representing an enemy computer. WHen one side runs out of points, they lose.

Features :
Totally Destuctable Environment.
Brand new Game Mode.
Simplistic, Modular Textures for Effect.
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
No, it does not. The idea is to not let them get that far.

The blocks do have alot of HP, however.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This will be gettiung an update shortly; the blocks need a massive HP buff.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
I reckon the texturing should be different. A more futuristic electronic metal texturing would be better than dev textures, otherwise you can't get the the idea that it's inside a computer.
I also like the idea that JooDude had about the matrix rain.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I used Devtextures because they're modular, so when you blast away parts of walls it dosen't look as odd. Plus, they're nice bright colours.

Skybox is subjec tto change. I have a somewhat-cool idea for it.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I hate doing these 2-post bumps, but this has been updated with:

-Stronger walls
-Team Destruction disabled
-Anti-Sniper precautions
-Reworded objective statement

If you had downloaded before, please download again.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
*sigh*

Gameday bump.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
played this just before my map today. I really loved the idea, it's a fresh concept and i can see it becoming popular.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
highly amusing concept, absolutely love being able to play heavy and blast myself a new path into the other teams base, something id like to see is the ability to dig your own path under the level, though I anticipate that would take a ridiculous number of breakables...still, it would be interesting
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
I think the computers take too much damage to destroy. The normal blocks are fine
 

drp

aa
Oct 25, 2007
2,273
2,628
the computers take WAAAAY too long to destroy. i would say cutting the hp by about 35% to 40%.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I think the computers take too much damage to destroy. The normal blocks are fine

PROTIP: CPUs have 1/2 HP of regular blocks. They are easy to destroy.

However, the fact that regular blocks cover them could be a problem.

Additionally, the fact that you all like this makes me so happy.

Mr.AlBobo: What have you done? I love that idea so much! The idea of watching a heavy tear his way out of the ground right in front of you is hilarious. But the fact is I can't think of a way to do that without breaking the game mode. For example, a team of soldiers could essentially moat off their fort and stall the game forever.
 
Last edited:

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Mr.AlBobo: What have you done? I love that idea so much! The idea of watching a heavy tear his way out of the ground right in front of you is hilarious. But the fact is I can't think of a way to do that without breaking the game mode. For example, a team of soldiers could essentially moat off their fort and stall the game forever.

seems to me there could be 2 ways around this, either make part of the floor unbreakable, namely the sections that would be required to reach the opposing forts, like the entrances.
Or you could add a regen feature to the top layer of the ground, say have (just the top layer) it all reappear every minute
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
seems to me there could be 2 ways around this, either make part of the floor unbreakable, namely the sections that would be required to reach the opposing forts, like the entrances.
Or you could add a regen feature to the top layer of the ground, say have (just the top layer) it all reappear every minute

Still, I fear it is too broken.

Unless you mean something like this.

X, X = Breakable
X = Unbreakable.
X = Fort

XXXXXXXXXXXX
XXXXXXXXXXXX
XXXXXXXXXXXX
XXXXXXXXXXXX
XXXXXXXXXXXX
XXXXXXXXXXXX
XXXXXXXXXXXX
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
It definitely takes too long to finish a round on this map as is. This seems to be either a love or hate it map and I think that there are two things you could do that would make this map better.

1.) You could reduce the damage it takes to break everything and make it much quicker per round. The rounds could still last a while if the computers are well defended. If everything broke faster people could dick around and break stuff but the end goal would happen quicker and the rounds wouldn't drag on while my team destroys my own base.

2.) While I love the idea of being able to break everything in a map, I think that people get too carried away breaking things to actually play the map. I don't know if this was intended or not, but it could be remedied by reducing the amount of stuff you can break. You could focus the breakable objects in a way that promotes making progress in the map and helping your team.

When you think about how you want to texture the map, you may want to have some visual things that cannot be destroyed. For instance, you may want the player to be able to break a wall, but still have the architecture showing there used to be a wall. Or maybe you want to be able to knock out a large pane of windows but still have the window frame. If you really wanted a completely destroyable world, you could still have things break in stages, first the window breaks and you can crouch jump through, but shoot for a little longer and you can break out the window frame. First the wooden door breaks allowing you entry but eventually you can open up a whole hallway for your team.

It tested well on my server but if the gameplay stayed how it is now, I would have to reduce the rounds to 1 or 2 so it didn't empty my server. It's fun for a while but once half the players start shooting at their own base, it's time to move on.

 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
...while my team destroys my own base...

Protip: Teams cannot destroy their own base.

Anyway, thanks for the feedback, I added round times and cut the HP of the CPUs by 33%.

I'll see what I can do about people growing bored of the map.
Is it that the objective is not made clear or that people just do not enjoy preforming the task?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Bumped, because a new version of this is out!
I addressed all of the concerns you guysposted.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Perhaps have pre-existing tunnels and caves which exist under the map, but you have to destroy blocks in order to find out where to get to the tunnels?