- Jul 23, 2009
- 27
- 1
Hello friends!
UPDATE!
Here's a download link to all the files I currently have for this map: https://www.mediafire.com/?t045tox9dotldud
in the current build of the map the following things are non-functional.
- Payload B will inexplicably become unpushable upon capping the mid point.
- The hud compresses both cart lanes into one and only displays cart B's rollback zone.
- Cart A will somehow redirect itself and go sliding into a wall upon reaching the elevator near the end. I believe this has something to do with the cart changing coarse for another path_track, judging by the position of the mid CP on the HUD there is still quite some distance to go to reach the final CP.
If anyone would like to take a look at the map and please let me know what I'm doing wrong I will greatly appreciate it. Thanks again.
---
Thanks so much for reading, I've got a bit of a problem I was hoping someone could help me overcome. Any help at all would be greatly appreciated and of coarse credit will be given to those who can contribute.
Anyway, let me get to the point. I'm working on a map on and off over the past few years I'm calling PL_CrissCross. It's nearing completion but despite all the effort into designing a theoretically fun and balanced gameplay space I still haven't been able to get the central mechanic to pull through.
The map is a single stage attack/defend payload map, however the blue team has two different bombs they can push to the end, if they cap either then blue team wins. To compensate the defending team is given several great environments to attempt to hold them off. You get the idea.
There's a mid point in the center that will give blue team additional time to complete their objective, however they will only get this time bonus once per game. The second card does not count if they choose to push it as well.
My problem I'm afraid lies in my own shortcomings when it comes to programming. I can't for the life of me figure out how to get both payloads to work for the same team, and I'm having trouble getting the scoring system to do what I want in the first place.
So I was wondering, if any skilled mapmaker is up for the challenge I'll let you download my map and see if you can get it up and running. Like I said I will be sharing any credit (and possible Valve-$$$) given, to anyone who can get it running smoothly.
Let me know what you think, and if you think you can help me out. I'll provide a link to the map files to anyone who'd like to take a crack at it, just let me know.
Thank you so much!
UPDATE!
Here's a download link to all the files I currently have for this map: https://www.mediafire.com/?t045tox9dotldud
in the current build of the map the following things are non-functional.
- Payload B will inexplicably become unpushable upon capping the mid point.
- The hud compresses both cart lanes into one and only displays cart B's rollback zone.
- Cart A will somehow redirect itself and go sliding into a wall upon reaching the elevator near the end. I believe this has something to do with the cart changing coarse for another path_track, judging by the position of the mid CP on the HUD there is still quite some distance to go to reach the final CP.
If anyone would like to take a look at the map and please let me know what I'm doing wrong I will greatly appreciate it. Thanks again.
---
Thanks so much for reading, I've got a bit of a problem I was hoping someone could help me overcome. Any help at all would be greatly appreciated and of coarse credit will be given to those who can contribute.
Anyway, let me get to the point. I'm working on a map on and off over the past few years I'm calling PL_CrissCross. It's nearing completion but despite all the effort into designing a theoretically fun and balanced gameplay space I still haven't been able to get the central mechanic to pull through.
The map is a single stage attack/defend payload map, however the blue team has two different bombs they can push to the end, if they cap either then blue team wins. To compensate the defending team is given several great environments to attempt to hold them off. You get the idea.
There's a mid point in the center that will give blue team additional time to complete their objective, however they will only get this time bonus once per game. The second card does not count if they choose to push it as well.
My problem I'm afraid lies in my own shortcomings when it comes to programming. I can't for the life of me figure out how to get both payloads to work for the same team, and I'm having trouble getting the scoring system to do what I want in the first place.
So I was wondering, if any skilled mapmaker is up for the challenge I'll let you download my map and see if you can get it up and running. Like I said I will be sharing any credit (and possible Valve-$$$) given, to anyone who can get it running smoothly.
Let me know what you think, and if you think you can help me out. I'll provide a link to the map files to anyone who'd like to take a crack at it, just let me know.
Thank you so much!
Last edited: