SD Callous2 (KZ)

Berry

resident homo
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Dec 27, 2012
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Remake of 2 skillsets contest entry, MVM Callous in Norfolk Terrier's "Kamikaze" (KZ) gamemode. As an FYI I included KZ in the title as I have plans to make an MvM version of the remake as the original Callous was MvM too.

BLU must suicide into the chute at the end of the map 15 times to win the game, and RED must prevent them from doing so. BLU are also bumper cars. In A3 a capture point was added which is default owned by RED, in order for BLU to be able to suicide in the chute at the end, they must control the capture point. In A3, bumper cars were also replaced with grappling hooks (except for both teams), and spells were removed. In A5, grappling hooks were also removed, leaving the only gimmick as the gamemode. Grappling hooks are back as of A6, and custom HUD elements implemented. As of A8, I got the mode pretty much pinned down (or in my opinion so). No grappling hooks anymore, final decision.

I have and/or am planning to improve on the following from the original Callous:
  • Poor sightlines
  • Bad brushwork/overall composition
  • Bad waves (not applicable to KZ)
  • Poor optimization
  • "Boring" layout

And in the remake of Callous for KZ I tried to fix the following issues previous KZ maps had:
  • Bonk! scouts and Dead Ringer spies being too easy
  • Defending being far too hard (too many pits), or far too easy (not enough pits)
 
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Berry

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Dec 27, 2012
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A2 - Apr 6th 2015
- RED team now receive speed and mini-crits
- Nobuilded map because sentries 2stronk
- Lots more deathpits
- Rails on the chute building
- Fixed a missing gametext_tf not saying when 14 of 15 players must jump still
 

Berry

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Dec 27, 2012
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slow down for christ's sake berry #lrn2detail

What am I meant to detail? Kombu's due for another week (at least) of alphas.

Edit: This was also a bit of a joke map, though I'm beginning to flesh out the idea more.

Edit2: Might as well show my progress on the cap zone, hopefully playable tonight. Coming with grappling hooks this time, instead of bumper cars.

17c52c9457.jpg

f8063aafd7.jpg
 
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Berry

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A3 - Apr 7th 2015
- Removed bumpercars
- Map now has grappling hooks enabled
- Revised some areas slightly to fit for grappling hooks (more height in the map, essentially)
- Added a control point in the forward area. This must be captured in order for BLU to sacrifice into the chute. It is recappable by RED.
- More or less rebuilt the end building to be more interesting, and have multiple levels of height
- Added some particles when players suicide, and for the finale
- Made a new BLU spawn (no longer just a floating glass box in the sky)
- BLU receives a small amount of ubercharge on spawn (2 seconds)
- Reverted a lot of changes in A2
- Removed spells
- Changed skybox

ef4fa6c4a2.jpg
 
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Berry

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Dec 27, 2012
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A4 - Apr 7th 2015
- Map is now split into two sections fully, with a building seperating the two from one side to the other
- Lowered volume of interrim explosion sounds
- Moved capture point into a more central area (rather than further forward), and revised the central area a little for this
- Made some adjustments to the final area to both lower sightlines and increase defending engineer cover
- Added nobuild to the tiny roof on the very top of the final building
- Time is no longer added on suicide
 

Berry

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A5 - Apr 8th 2015
- Disabled* grappling hooks
- Adjusted some roofs and clipping for grapple-less version
- Added a platform route connecting the right building beside the finale (looking from BLU) to the main building
 

Berry

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A6 - Apr 9th 2015
- Added WIP custom made HUD elements for the KZ mode (very buggy!)
- Added patches under all the pickups
- Re-added grappling hooks

Edit: Screenshots of the HUD (pardon the fullbright):

d0a24c6357.jpg
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Wha? Custom, uh, how? Is there a specific entity or group of entities that handle this, or is this some sort of code?
grandma-3.jpg

Alternate caption: "I thought you could just use the Carve Tool to make a tunnel."

Edit: Thanks for telling me in chat, Berry. It uses env_screenoverlay, for all those wondering.
 
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Zed

Certified Most Crunk™
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Aug 7, 2014
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Change "suicide" to "sacrifice"
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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OK, so the main problem with this seems to be that it's hard to stop people from achieving their objective when that objective is just "get to a place and ding, you instamatically won". This is why Valve swapped out the flag mechanic in A/D for a control point you have to stand on for a certain amount of time, and why SD has the lift. Requiring it to be done X times doesn't really make it any more challenging, just less likely through sheer odds.

Maybe if, instead of having to capture a control point half a map away to unlock the sacrifice chamber, each player had to stand at the threshold for a certain amount of time before they were let in?
 

Berry

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Dec 27, 2012
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OK, so the main problem with this seems to be that it's hard to stop people from achieving their objective when that objective is just "get to a place and ding, you instamatically won". This is why Valve swapped out the flag mechanic in A/D for a control point you have to stand on for a certain amount of time, and why SD has the lift. Requiring it to be done X times doesn't really make it any more challenging, just less likely through sheer odds.

Maybe if, instead of having to capture a control point half a map away to unlock the sacrifice chamber, each player had to stand at the threshold for a certain amount of time before they were let in?

I think that's a decent idea. I'm going to build a new layout for KZ and try again (or re-build my finale?), where maybe a fan sucks the players up into it slowly or similar.