RIP Melee maps (2006-2009)

T

The Asylum

Unless there really is a better way of stripping weapons without using sv_cheats (no, bugging an admin to download extra plugins is not better), We've seen the last of MeleeFort, and (quality) melee maps in general.

Goonight sweet prince.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
I got a melee-fix that worked pretty well, but not too well. It dosen't use sv_cheats but it's buggy.

http://forums.tf2maps.net/showthread.php?t=5193

It basically switches to the melee slot like every 0.1 seconds.
Though it need to have fast-weapon switch to work.




Btw, quality melee-map stripping died in 2008 I think.
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
They died with the Medic Update.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
now if only there was a way to kill achievement maps =)
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
maybe if valve tracked how many achievements, which ones, and how fast are achieved on various maps, averaged them, then disabled achievments for maps that are rewarding them in an excessive amount (ie too many achievements too fast on average, or only one class' achievements.)
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
but they would only work for a little bit until they were useless, and would cause confusion at which ones still work, so I would think it would do more harm to achievement maps
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Easy set it so you can only achieve one every half hour or so. But make it so its retroactive nobody likes getting all the stuff only to have to do it again :).
 
T

The Asylum

Easy set it so you can only achieve one every half hour or so. But make it so its retroactive nobody likes getting all the stuff only to have to do it again :).

But there's the problem. Say you have 9/10 Skullpluggery shots. You headshot a Sniper the 10th time to get the achievement, and then race to the last CP to get OHMSS a minute later. Both perfectly legitimate and plausible to get in quick sucession.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Does this work?


Acegikmo: Make a point_client command and a trigger_multiple over the whole map.
Acegikmo: point_clientcommand*

Acegikmo: Name the point_clientcommand something like "Clientcommand"
Acegikmo: Have the trigger reset after the delay of 0.001
Acegikmo: The output is
OnTrigger -> clientcommand -> Command -> slot3;hud_fastswitch 1;

Ace told me awhile ago :D
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
why do people find melee maps even remotely fun? I don't understand it at all.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
why do people find melee maps even remotely fun? I don't understand it at all.

The same reason people find mario_cart and/or orange maps fun? We're not only talking about humanity in general here, but humanity on the web.

Everyone's a wanker. Even those who arn't. EVEN ME.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Melee is fun as long as it's a really confined space. I made a map that's on FPSB called Brawlyard that was a Melee KOTH.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
I've played one before during a gameday... it was "amusing" for about 2 minutes, then was annoying after 5
 
T

The Asylum

why do people find melee maps even remotely fun? I don't understand it at all.

Probably because there's no better feeling than bludgeoning someone to death

Besides burning them to death w/ the Pyro ;)
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
I thought it was implied that the unmentioned minutes were the transition from amused to annoyed
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Melee only can be a nice amusing break from regular gameplay, but I've found that it's best limited to 10-15 min bursts, anything beyond that and I'm itching to pull out my primary.