Melee Fort

T

The Asylum

^^thanks, but I'd still like to know about that tf_damage_by_slot or whatever entity though
 
T

The Asylum

-- All the various boxing rings now use NODRAW instead of playerclip. The reason being that when you beat an enemy to death he won;t go flying out of the ring. No, now he'll stay slumped up against the ropes/tape/chains. Just imagine the final push into RED's Rumble Ring, with the bodies piling up inside. Delicious.

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Soooooo much better.

But yeah, thanks Pseudo for the Sandman tip. It'll def. be in the next release.
 
T

The Asylum

Here's something I just thought about

You know how all the different Melee Forts take place is different environments/weather, right? Arena at sunset, CP at day, KOTH is cloudy, CTF is snowy, DM is rainy at night, etc.

What if, for the versions that have the Titantrons and walkout music, it was different for each version too? Like say, CTF would have Life in the Fast Lane and Eminence Front for RED and BLU respectively, but CP would have, I don't know, Thunderstruck and Detroit Rock City.

What do you think? IF you like the idea, suggest some songs ITT, but please keep it from the 60s-80s, I'm trying to stay with TF2's old-timey themes
 
T

The Asylum

No suggestions? Well then.

Another thing I've been thinking about is a Gorge-like CP version, with just two (or three) control points that have to be capped one after the other. My current two-CP idea is to use CP Melee Fort, with the first point being the bridge, and the last point being the boxcar/scaffold ring, with BLU's spawns being their stage spawn and toll booth as a forward, as they are in the current 5CP version.

Or should I stop making more melee forts and just finish Checkpoint already?

SUPER FUN HAPPY BONUS SCREENCAP TIME:

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Sooooooooooooooooooooo happy I changed the boxing ring's boundaries from playerclip to nodraw. I love scenes like this so much.

........ I think there must be something wrong with me.
 
T

The Asylum

Well, the A6 builds are pretty much done. But I think a month is too short a time frame to be releasing new builds, so I'm holding off until sometime in February- the meantime spent tweaking and optimizing little things (I gotta do something while waiting for Conduit 2; if I had a nickel every time Sega shot itself in the foot, I'd have enough money to BUY Sega)

If you want to see something done, now's the time to ask.
 
T

The Asylum

I just love talking to myself.

But anyway, I've been watching a few of the demos of dm_melee_fort and all it's previous builds, and I've noticed something; hardly anyone gets into the courtyard's rings to fight. I figured big shiny spotlights would be enough to get everybody into them, but I guess I was wrong.

Short of adding healthkits, what do you guys thing would provide some motivation to get more people into the rings?
 
T

The Asylum

bah.

Well if Valve isn't gonna make a breaking update, I may as well fix A5's new load of problems. On to A6!

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The big center point of CP Melee Fort and only point of KOTH gets these little bridges to the balconies, so Amputator Medics and Showdown Heavies aren't so damn OP

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Only the KOTH version gets these second sets of weapons sheds, though

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CTF Melee Fort's bases get a liiiiiitle longer for the intel stealers.

And a new game mode? Sort of. I'm sure you've seen those "vote" maps before? Well, why not?

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From Arena to Deathmatch, all modes except of course Duel.

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(you'll be needing to pick that intel up to start)

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RED team votes, BLU team gets this clear and concise message.

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Also putting my newest custom texture to work.

Also, NEW THEMES WOOO

http://www.youtube.com/watch?v=-0_7IF4yGXo

CHANGES FROM A5

General Changes:
- Thanks to the Ullapool Caber, I've had to re-tweak the playerclip brushes. No more hanging around underneath the map, above the map, and in other places where you generally shouldn't be.
- Sandman more like Unbannedman. Stun ball's still out of the picture though.
- Added a detour and additional side-spawn exit in the fort's long hallway for versions that support the side-spawn
- The boxcar/scaffold makeshift fighting ring now has bridges to the balconies
- Added full ammopacks in the spawnrooms along with the full medkits, so Spies don't have to change classes and back again for their cloaks to recharge.
- Added the support trusses from DM Melee Fort's rings to CP and CTF Melee Forts, and added a Nodraw to accompany them so you won't go skidding under the ring when killed outside.
- func_detail'd some things that I really should have a long time ago
- Modified the strippers to be a little more efficient. Not like there was a problem before, but vigilance breeds perfection.
- Fixed the flamethrower model not showing up anymore in the weapons sheds.

CTF Changes:
- Made the route for the intel-stealer longer
- I really don't know how the nobuild brush disappeared. It's back now, though.
- Prettied up the cage and snow a little
- Titantrons and theme music now trigger when the intel is capped. It's still Life in the Fast Lane feat. Demoman and Eminence Front feat. Heavy from RED and BLU respectively.

CP Changes:
- Rotated the combat rings inside the team courtyards 90 degrees. Now it's easier to get in and get at it.
- Observer points for dead players will work like they're supposed to now.
- New Titantron videos and theme music! Have a Drink on Me feat. Medic and Faries Wear Boots feat. Scout are RED and BLU's new themes respectively.

DM Changes:
- A different set of Titantron videos and theme music. I Stole Your Love feat. Soldier and Achilles' Last Stand feat. Pyro for RED and BLU respectively.
- Added a Nobuild brush to the skybox. Some server admins who shall remain anonymous took a liking to noclipping themselves into it and building lots of teleporters, bringing everyone's framerate down. You want to fly into the skybox and dick around in there, fine. Just don't be an asshole about it.

KOTH Changes:
- Moved another set of weapons sheds inside the warehouse, closer to the main entrances and spawnrooms.

Duel Changes:
- Added a nobuild brush. I am ashamed
- Also fixed the team-specific healthkit issue. What the hell was I thinking?

Arena Changes:
- nothing foo' its perfect.

DL: http://www.megaupload.com/?d=EDEYNBJ0 , will upload to gamebanana once its uploader stops being finnicky
 
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T

The Asylum

On second thought ring pyro would be kinda annoying going off all the damn time.

Back to the drawing board...
 
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T

The Asylum

Another question proposed to me by a play session tonight

What if the entrance themes were longer? As it is now, they're 8-second clips. Personally I think they're fine the way they are, but if more people want them to be longer, I'd be happy to oblige.
 
T

The Asylum

No? Well then.

Two ideas I have kicking around right now:

1. Making DM Melee Fort run on Medieval Mode, of course with Huntsman, Crossbow, Sandvich, et al, stripped. This would take a fair load of stress off the map, but also drops the small health bottles. I want to see bodies piling up everywhere, dammit.

2. Making DM Melee Fort operate on a round-by-round basis. Like say, I dunno, 10 minutes. After 10 minutes, the map stalemates and resets. The good thing about this is it breaks up the monotony of one big long round (or never-ending round for "those" servers), and gives players who've just joined a better way of accurately gauging their success. The downside is servers that have sudden death enabled. AFAIK there's no way to disable func_respawnroomvisualizer brushes specifically on stalemates, so griefers could just hide out in the spawnrooms and kill the server's playercount.

I can't make it better if I get no feedback.
 
T

The Asylum

Just one, Valve. That's all I ask for, just one.

One update that doesn't completely fuck Melee Fort.

Okay, so maybe the new Soldier/Demo sword isn't that bad, but still, getting all your health back and being able to instantly kill another player does seem a tad OP.

I'm reasonably sure I'll be able to strip it, but that would leave some players "Going Civvy," which I was sooooooo happy to have fixed with Pseudo's Sandman stun ball tip.

What do you guys think? Should I issue yet another update, or let the Half-Zatoshi slide?
 
T

The Asylum

SUCCESS!!

.... sort of.

I've found a way to kill the func_respawnroomvisualizers on sudden death, but there's a catch- a rather big one. There's no OnStalemate or OnWonByTeam3 output for tf_gamerules, so the only way (that I know of) to fire an input at the end of the round is via a team_round_timer.

Not a problem, you say? Well, it is if you'd like your DM maps to be one long round, dictated by mp_timelimit, as opposed to an arbitrary imposed time limit.

So here's my dilemma: Either I allow server admins the freedom to choose how long they want to map to run with mp_timelimit, and thus allow the possibility of griefers to hang out inside the spawnrooms safe behind the func_respawnroomvisualizer brushes all day, or I force a round time limit with team_round_timer, thus eliminating the respawnroomvisualizer problem, but clamping down on the admin's freedom with the length of playtime. That and having sudden death going on every 10 or 15 minutes isn't something I'm too keen on.

Help me, TF2M. I have no idea what to do.
 
T

The Asylum

I can't believe I didn't do this earlier.

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I'm in the process of working resupply lockers into the maps (except for arena_melee_fort of course), so that way Caber Demos and Camp n' Dagger Spies aren't screwed over. Plus no more switching classes to change melee weapons, hooray!

And, I think I will end up stripping the Half-Zatoishi, hence it's appearance in the weapons dumpster.
 
T

The Asylum

Update time!
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Resupply lockers! No more lines of health and ammo packs! Of course the weapons dumpsters will give the winning teams their stuff back too. Also, yes, the Half-Zatoichi is stripped in all versions except Duel.

The massive restructiring of the resupply mechanic has done a number on filesize, however. CP Melee Fort is a pretty big boy now at over 50 MB. Hell, the Chooser is sitting at around 60. Please do use bzip if you plan to run this on your server.

CHANGES FROM A6

GENERAL CHANGES
- Improved some playerclip brushes, vphysics brushes, and model collision issues
- Removed the Sandman being banned message in some versions
- Resupply lockers! No more quick-switching classes anymore! Hooray!
- Stripped the Half-Zatoichi. No easy mode for you. Except for DUEL Melee Fort, as it's supposed to be a 1-on-1 anyway.

Arena Changes
- Re-introduced the visual warning of a stripped melee weapon- the Half-Zatoichi. Go out with it equipped, and you'll be goin' Civvy.

CP Changes
- Updated BLU's base not getting the same cosmetic changes in the hallway as the other gametypes
- Cap times adjusted. The last and second-to-last points take a bit longer to cap now, and the mid cap is quicker
- Fixed a minor anomaly with the weapon stripper. If you didn't notice it before, all the better.

CTF Changes
- The barbed wire around the tops of the cages now deal damage, due to them being accessable with the Ullapool Caber. It IS barbed wire after all, and you really shouldn't be up there in the first place.
- Some spawnpoints in RED's side spawn were not spawning players. They are now.

DUEL Changes
- Removed the healthkits. Added resupply lockers inside the traincar spawns in their stead.

http://www.gamebanana.com/maps/154965
 
T

The Asylum

Once again, the most genius idea comes entirely too late.

Can't kill the respawnroomvisulaizer brushes on stalemate? No problem! Just encase the spawnroom in a big ol' water brush. Of course this is going to mean yet another massive restructuring if it's going to make sense. Or I may just say "fuck it, whatever" and leave it be.

Again, your thoughts, please.
 
T

The Asylum

Aaaaaaaaaaahhhhhhhhhhhhhhh, shit.

The latest cockup of an update breaks the kill input to the chargin targe. And the a7 builds are not even a month old yet.

Valve, why do you hate Melee Fort so?