pl_antimatter

PL pl_antimatter B10

Oct 6, 2008
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pl_antimatter - A tug-of-war map set on a space station

Welcome to pl_antimatter a tug-of-war payload map set on a space station.

Current versions are now in the alpha stages

Map is mirrored map style - once you know one side, you'll know the other.

Payload will be in center of bridge to start, teams will push to antimatter charge station - you'll recognize it.

In a future release, one team pushes it to a certain point, defending team will loose the ability to push it back past that point to keep the map from being a constant stalemate / time generator. Attacking team will push the cart back to the centre where bridge retracts and they then push the cart into the blast pit for victory - and some sort of huge boom.
 
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Oct 6, 2008
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You mean the blue one? It's got lots of space in there more than the tunnel in badwater.

The two real tight spots are the orange in the pic above and the spot leading into the tunnel room - but there are flanking routes for blue to do uber pushes. I also redid the construction of th tunnel as the torus was giving me too many broken faces.

I have also found a couple of spots that I can place spawn rooms and am still working on the one side of the mirror plus some detailing.
 
Oct 6, 2008
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Finally after bashing my head against the wall and pestering you all with questions - here is the map!

Sadly didn't have enough time to get it into the contest :(

Known issues -

Blue touching the capture area - she keeps saying time has been added but no time is added and I want her to shut up about it.

After red pushes cart past blue's space station bridge, blue looses the ability to push it back. Right now this is a bug, but it is my intention of both teams loosing the ability to push back at this point to prevent stalemates.

Stalemates - one or two instances of it being triggered when team is touching trigger. can't replicate the error.

Bomb went boom twice and only twice in all my testing, no idea why, can't replicate error.

Any thoughts, opinions, stuff to improve game play is appreciated as always.

If anyone wants to decompile to see what's causing the bugs, feel free to do so with my thanks.

And lastly, I don't know how to put in the thumbnail onto the post thread so you can see an image instead of that gear box thingy.

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Oct 6, 2008
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Nothing in the way of new screenshots but here's what's new:

- thanks to your help, I fixed the issue of the payload cart blowing up at the start of the round
- announcer bug fixed - she no longer keeps telling you time is added when it isn't.
- fixed track logic - payload can now be pushed by both teams - from start to finish both ways
- added in the ammo / health packs
- added in more directional pointers - want to get some that will point at the cart wherever it is.
- have included a nav file for bots, set up your max players to 32, your tf_bot_bota to 32, load map, go into spectate, watch the bridge for one of the most epic bot battles you will ever see!
- just using my goldheist model until I can get a space looking one made
- all teleports now working
- alarm siren added in when cap nears final point

haven't had a chance to review your comments from the test play of version A1 that was played last night.

thanks for your help and enjoy

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Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
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Hey I decided to download your map, but none of the custom content is packed in. I'd use something like CompilePal or VIDE to get that stuff in there.

hl2 2019-03-11 13-58-10-39.png

hl2 2019-03-11 13-58-24-89.png
 
Oct 6, 2008
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Oh sh** knew i was forgetting something

Will upload a new version

Edit - A2 updated to Packed version
 
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Oct 6, 2008
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Oct 6, 2008
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Ok - a big update for you.

- removed all dynamic signs - no more sign spam
- replaced the above using a dynamic pointer system using dynamic_light and func_brush
- you now have arrows around the map in various places that point to where the cart is exactly < really helps you navigate to where you need to go.

A special note of thanks goes out to Coding Ethan who was finally able to put together a working version for me to use/modify - see this thread for how it was done:

https://tf2maps.net/threads/solved-dynamic-signs-to-point-where-payload-is.38657/

- more texture work
- modified drop chute teleporter extits so you can get out easier/faster
- put some windows into the spawn room
- modified last caps both sides so that cart will fall info the pit more
- moved some health/ammo pack for easier player/bot access, add in some more
- fixed red spawn door opening when blue touched it
- fixed a broken regen cabinet
- added in some more posters
- added in some more observer points giving some reverse angle shots
- improved some of the geometry of a couple of brushes
- added a nav file into the zip file, try maxplayers 30, and tf_bot_quota 30, then run map and join spectate to watch a battle royal at the bridge

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Oct 6, 2008
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Based on A3 gameplay tetsing feedback A4 changes are:

  • directional arrows point to the cart - no longer ugly and look like cyrstals
  • removed most custom textures
  • checked all health / ammo packs - they now give proper outputs
  • Middle bridge will stay open - this is my total carnage playground :)
  • Arrowballs now playerclipped
  • Tele exits will now group players together
  • modified both 2nd spawn rooms easier for players/bots to get out plus added some windows ans you can see space via the hatch in the ceiling
  • resupply signs added in
  • text hints added in game to let players know what's going on
  • reconfigured speed boost on payload more players = much faster
  • entered in terminal node so when cart reaches point x 1 team looses control of the cart, other team pushes to victory like a standard pl map
  • setup timer set to 10 secs to let player read objective at start
No screen shots as most of the update was/is coding

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Oct 6, 2008
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Version Beta 1 is now released

Changelog:

- arrows now point the way to the cart
- hud hints are also added in to help players know where the cart is
- modifications made to reactor rooms allowing for big battles/chokes and engy set ups
- track that the cart rides on top of completely redone to fit in more with the sci-fi look
- modifications to red or blue bridge capture points made to separate the payload track to lesson confusion for players as to which way the cart is realy moving and for what team
- in keeping with the above line, part of the track is now a brush, which disappears when blu/red capture the bridge, path_track now disabled, visual text appears on screen telling players that cart can now only be controlled by the team that captures the point like a regular payload map.
- doors to the bidge area (Room 01) are in place at the start of the map so that players won't get lost and will help funnel players into the proper combat zones - these will open and close depending on cart location throughout the map.
- on end cap, payload mass is increased to help the cart fall into the pit < there were a couple of times that the cart would fly through the air instead of down into the pit.
- big boom modification < it's now BIGGER!!!
- re-oriented one of the spawn rooms to allow bots to exit easier id a server is running with bots - nav file for bots is included in the zip file
- more detailing, props, etc. added in along with arrow and sign overlays, I have used someone's overlay's in some spots - if you recognize them please let me know who they belong to so I can give them credit
- modified light in skybox to show the floating asteriods, spaceships, etc in the main game area.
- setup timer reduced to about ten seconds < no real need in a tug of war map = instant battle for everyone AND it really instills engineering teamwork to get stuff built fast
- main bridge battle area < added in some ramps to allow non-jumping classes get back up on the balcony and flank through the upper access points in the reactor rooms, helps lesson the pressure on the one choke doorway coming off the bridge
- added in some frogs
- added in 4 death pits in reactor core room (2 in each) via an open space hatch, fall in and teleported to space to die due to lack of air - these smae hatches can also be found in the secound spawn rooms for jumping classes although they will be too busy playing the game at that point.
- modified glass in teleportation chutes
- wall plug joke added in for teleporter power
- added in a alien flyby and the Gman is spying on you somewhere

Thanks again to Tyler and ICS for helping me out with a lighting issue.

Enjoy peeps!

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Oct 6, 2008
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Fixed a couple of mis-aligned textures.

Fixed one spawnroom door to always allow players out but not neccessarily back in depending on cart location

Added in timer modification to add in 30 seconds at two more points to increase the chance opposite team capture and complete the round.

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Oct 6, 2008
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Oct 6, 2008
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Oct 6, 2008
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Ok peeps thanks for being patient but I think I finally got it!

For some reason, this that or the other the map wasn't pacing properly and it now seems to be properly packed up for all the custom content.

Enjoy and if anyone sees anything wrong with the packing - please let me know.

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Oct 6, 2008
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Knew I forgot to do something - forgot to give you all the updated version :)

- fixed teleport sprites
- moved some spawn triggers
- adjusted timers
- put in a slew of arrows to help players navigate the map
- adjusted player hints / instructions on screen messages

Unless someone finds a bug, it's the final version
ant_01.jpg
ant_02.jpg
ant_03.jpg
ant_04.jpg
ant_05.jpg
ant_06.jpg


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Oct 6, 2008
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First update in over two years :)

Major recoding of the game logic to improve:
- spawn functionality - helps players understand where they are now spawning better
- team specific spawn room change notifications to also help with the above
- some directional arrows added in
- HUD Hints along cart path also inform the player where the cart is besides the dynamic arrow

Minor Stuff
- a couple of props added in
- lighting improvements
- some texture work - alignments etc.
- a visit from the gman :)

This map still is probably the best looking map I've done.

Enjoy!

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Oct 6, 2008
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- recoded teleportation for spawn rooms - players won't get stuck in spawns
- touched up some brush work
- added in map instructions for new players and one graphic explaining the circular nature of this combat mode

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