Looking for Special Delivery Tutorial

ibex

aa
Sep 1, 2013
308
528
I've been playing around with it a lot for the last few months, I can try and answer if you've got some specific questions. Though, I also imagine, most questions would be related to entities in which case most people can answer.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
Paging ABoojumSnark, paging ABoojumSnark, you are needed ABoojumSnark. It is requested to update your pack. ABoojumSnark, please report to the map file as soon as convenient.
 

Bunbun

aa
May 18, 2014
401
782
You can download the doomsday.vmf and find out how to set up the rocket.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Pretty ABS's pack has SD.

His prefab for SD is very basic. The thing I'm having the most problem with is setting up a lift to do things properly and his prefab doesn't include a lift at all. I've been able to reverse engineer the lift a little bit using Chaz042's prefab from GameBanana but some kind of tutorial going over everything would be very helpful.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I was going to link to the gamebanana post like I always do when someone asks this question, but MegapiemanPHD beat me to it.


The download includes an example map that you can compile that contains all of the entities.

-The Australium
-The blast that kills you in the end
-The platform
-The lights
-The rocket

as well as gamelogic and sounds


Edit: I would just reccomend you look through how it was all done, and try to figure out how to recreate some things. As far as I could find there are no tutorials.
 
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ibex

aa
Sep 1, 2013
308
528
Chaz042's prefab is where I started as well, but it reality his set up is stripped exactly from doomsday. I could try to do a write up I guess. What in particular are you looking for info about? The lift itself or just all the particular features of sd?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Yeah... my setup is very basic because I decided that's what the core of SD was. If you want the elevator and rocket... then that's basically going to feel like doomsday. That's fine if you want that, but then you can just look at doomsday (it looks complicated because it is). If you want it changed, then I don't think any prefab can help because there is a lot of connected logic there and changing one thing requires a bunch of other changes and you basically just have to run through the logic like with any other complex entity setup.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I would say that for SD the elevator part doesnt realy have to go vertical. it could be something horizontal aswel. Or maybe even switch direction based on the team capturing it. And to me it doesnt even have to have just 1 control point (you could have 2 elevators on each time side).

The special delivery part however to me is that you both battle over 1 single flag and you have to get it to a certain point. To prevent fast captures (since the flag is easier to grab) the delay mechanism is added which in doomsday is the elevator. Its there for balance reasons and a primary feature.

That at the end of the elevator the rocket still has to open remains a gimmick to me and doesnt have to be inside the prefav itself. To me the only requirement would be that the elevator reached the top.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Thank you for all of your responses. Looking at the prefab, it was difficult to understand what was connected to what. I still don't understand how all of the triggers and logic are wired together for a map like DoomsDay but I may have figured out enough of it for the purposes of the map that I am working on.