- May 12, 2009
- 103
- 220
Hi there. I'm Wiseguy149. You probably haven't heard of me.
Back in the day, I made tr_walkway. You might have heard of that.
After a 5 year stint in purgatory, I was let out early for good behavior, and now I'm back in the land of the living and ready to resume work on walkway.
Here are some of the changes I currently have planned:
Those are the big changes currently planned for the next version, but they're not the only ones. Since I'm completely rebuilding the map from the ground up, there will be a lot of fluff that's cut out and small bits that are made more efficient. I'm also liable to come up with a lot more ideas during the course of development.
I don't have anything to show you guys yet, but that's mostly because the work I've done so far is under-the-hood type stuff, redesigning the bot deployment and navigation system and getting it to work around dynamic map elements and things like that.
Anyway, what I would like to know is what changes do you want to see made to walkway?
Is there something you would like to be able to practice that you currently can't do in walkway?
Do you want the sentry room to have more particle effects?
Do you hate how a certain feature looks?
Do you want to be able to explode the bots with your mind?
Even if an idea seems crazy and impossible, it just might work, so please let me know what you think!
Back in the day, I made tr_walkway. You might have heard of that.
After a 5 year stint in purgatory, I was let out early for good behavior, and now I'm back in the land of the living and ready to resume work on walkway.
Here are some of the changes I currently have planned:
- AI bots instead of Puppet bots.
This allows bots to move down the walkway under their own power, at the correct speed for their class and with hitboxes that will properly match their running animations.
These issues were the two biggest drawbacks with the previous versions of walkway, and with the changes I'm making, they've been fixed.
- Completely redesigned aesthetics.
Everything is being rebuilt from the ground up to look better.
The buttons in the settings room have been completely replaced with a new system that makes the settings much more intuitive to configure. Trust me, you're going to like it.
- Shooting Gallery.
The last version's biggest new addition was the sentry room, and this version's is (so far) going to be a Shooting Gallery.
Wooden cutouts of the TF2 characters will rapidly pop in an out of cover, giving you a chance to test your reflexes like never before.
- In an effort to defeat communism, players on walkway now must join the BLU team. Better dead than RED!
No but actually I wanted to keep it in line with the VALVe training maps, so BLU it is.
Those are the big changes currently planned for the next version, but they're not the only ones. Since I'm completely rebuilding the map from the ground up, there will be a lot of fluff that's cut out and small bits that are made more efficient. I'm also liable to come up with a lot more ideas during the course of development.
I don't have anything to show you guys yet, but that's mostly because the work I've done so far is under-the-hood type stuff, redesigning the bot deployment and navigation system and getting it to work around dynamic map elements and things like that.
Anyway, what I would like to know is what changes do you want to see made to walkway?
Is there something you would like to be able to practice that you currently can't do in walkway?
Do you want the sentry room to have more particle effects?
Do you hate how a certain feature looks?
Do you want to be able to explode the bots with your mind?
Even if an idea seems crazy and impossible, it just might work, so please let me know what you think!