Formula (April Fools 2017)

KotH Formula (April Fools 2017) a2

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Glad to see everyone enjoyed it this evening. I wasn't watching the KritzKast stream but Crash said they got a kick out of it too (maybe I can find a recording somewhere).

Some problems to note that I'll be fixing in the next few days; the voice lines are too quiet, events are too close together, and the map is really just basically Viaduct after the gimmick ends, so hopefully I can incorporate some more 'features' into that part too. For creating it in two days though, I'm surprised I got it all working at all :p
 

BigfootBeto

Party Time 2.0!
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Jun 8, 2016
496
847
Noice
 

Diva Dan

hello!
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Mar 20, 2016
1,024
1,951
If you plan on adding stuff after it switches to the final viaduct, I was thinking it could be along the lines of "Now it's time to start making feedback. Competitive feedback has some of the best wisdom. Lets see... this player says to add a spire, let's see how this plays." and then you add a spire to the center or whatever
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Or something like, "Now when you're making your map it's important to keep scaling in mind. You don't want an underscaled or overscaled map - whoops! I just pressed the overscale button." And then make everyone small so that the map is overscaled and vice versa.
 

nickybakes

You should've played Rumbleverse
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Jul 28, 2015
911
1,739
When I made meme machine last year, I got lots of joke feedback. I was thinking of making a map similar to this but with feedback like "add more height variation" causing the map to have loads of drastic displacements and hills. Your map is pretty similar to the idea I had, I'm glad it worked out for you :)
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
When I made meme machine last year, I got lots of joke feedback. I was thinking of making a map similar to this but with feedback like "add more height variation" causing the map to have loads of drastic displacements and hills. Your map is pretty similar to the idea I had, I'm glad it worked out for you :)
I'll probobly work that into the Viaduct section with the training_annotation entities, since I don't really want to bug Crash for any more voice lines other than the ones already in the map. I did want to keep the displacements in there, but Source has to keep them static...