Bis

PD Bis A15

uwil

L6: Sharp Member
Nov 12, 2012
266
30
pd_bis - CTF & Mannpower & Player Destruction hybrid

If you've played on the map and have any feedback on how to make the Gamemode / map better, please let me know.
 
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uwil

L6: Sharp Member
Nov 12, 2012
266
30
What's new:
-Lowered the height of many buildings to put them in line with other Mannpower / TF2 maps
-Edited the spawn points and flag area in an attempt to mitigate sniper camping
-Changed and removed some health / ammo pickups
-Changed the direction of the lighting to better highlight some areas of the spawn
-Updated the middle point to be slightly more open with more paths.
-Fixed very minor glitches.
-Each team's spawn building can now be stood upon, but be wary, as staying here for too long will force you to drop the flag
-Removed the roofs on each of the spawn buildings as the smaller height of all the buildings made them unnecessary.


Here are some hastily made screencaps showing what's new:
20200426142242_1.jpg
20200426143515_1.jpg 20200426142354_1.jpg

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Once again, if you've played on the map and have any feedback on how to make the Gamemode / map better, please let me know.
 
Last edited:

uwil

L6: Sharp Member
Nov 12, 2012
266
30
What's new:
-Fixed more visual glitches
-Fixed symmetry of some of the objects / geometry in the map
-Lightly added crates / walls to mitigate the Sniper's effectiveness in the field area.
-Centered the powerup spawns in the middle of each of the spawn buildings roofs instead of having them be slightly off center.
-Added 3 new powerup spawns, 12 powerup spawns in total.
-Moved the location of health / ammo pickups to better the flow
-Slightly lowered the trigger_hurt entity at the cliffside
-The Australium is now lightly elevated on the floor, making it stand out much more clearly.

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uwil

L6: Sharp Member
Nov 12, 2012
266
30
What's new:
-Rearranged item pickups to be more intuitive
-Added a glass pane in each teams spawn
-More fencing
-Heightened the walls in the exterior region of the map
-Fixed visual / clipping oversights
-Added lights to places where they are needed
-Changed the middle region of the map
-Changed position of the boulders in the middle region of the map

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uwil

L6: Sharp Member
Nov 12, 2012
266
30
-Removed all Mannpower logic pertaining to the grappling hook.
-Redesigned the level to accommodate for these changes
-Redesigned the flag room
-Staying in the flag room no longer forces the player to drop the flag, instead it prevents the player from scoring.
-Powerups are redesigned / replaced, they function differently from normal Powerups in that they always replace the current one you're holding.
-Going back to each teams starting field will remove the flag based on the team holding it.
-The flag no longer returns on drop, instead there's a 2 second return timer, with a 3 second long cooldown timer.
-The lower region of the map has a terribly long sightline so there have been some changes to it.

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uwil

L6: Sharp Member
Nov 12, 2012
266
30
I inferred that there would be problems with finding the flag carrier by those with flag glow turned off, so a sprite has been attached to the flag to show where the flag is at all times. Bonus: The color of the sprite changes color based on what state it is in (If it's picked up by Red or Blue, or is sitting at its spawning point), as shown in these screenshots.

The default state shows a nice shade of purple!

20200506120701_1.jpg

While when it's being held by a player on the blue team it shows the cool shade of blue. Red team gets a warm shade of red as well!
20200506120713_1.jpg

Other notes:
-Fixed a bug where dropping a flag in the flag's spawn room will cause the score for the team who originally picked it up to tick upwards indefinitely
-Polished the rotation of model geometry
-Added a new Ms. Pauling voiceline (courtesy of 15.ai) that instructs players the objective
-Added a context fitting line for when the flag is now available for pickup.
-Extended the warning area for when each team is about to enter their base region while holding the flag.
-In addition to being marked for death when holding the flag, the player is also doused in Mad Milk.
-Tweaked the timer and Setup timer to be slightly longer

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uwil

L6: Sharp Member
Nov 12, 2012
266
30
-Fixed a bug pertaining to stalemates
-More Clipping
-Letting the timer run out no longer ends in a stalemate, whoever has the most points by the end of the round is deemed the winner.
-Slightly extended the return timer for the flag.
-Minor layout changes to prevent some long sniper sightlines

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uwil

L6: Sharp Member
Nov 12, 2012
266
30
-Fixed the cooldown for one of the powerups being too short
-Altered the position and size for the flag UI ever so slightly
-Spread out the spawnpoints so that teammates aren't scrunched together like sardines at the start of every round

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uwil

L6: Sharp Member
Nov 12, 2012
266
30
-Fixed a bug where dropping a flag and having another player pick it up in the region where points aren't scored causes the player picking it up to score points for their team until they hit the maximum point number
-Raised the invisible ceiling to make rocket jumping less of a hassle from certain buildings

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uwil

L6: Sharp Member
Nov 12, 2012
266
30
-Staying in the flag room no longer stops the counter from rising, there were so many glitches tied to how I implemented this that I decided to remove it outright
-Drastically changed the flag room to be less walled off
-Changed the sprite that's attached to a briefcase to be something less placeholder
-Raised the Death Trigger to prevent exploits
-Clipped some objects to prevent exploits
-Changed the location of some pickups, as well as changed their class
-Fixed one powerup from respawning
-All the powerups use the sounds that they use in Mannpower when being picked up instead of the Haste Pickup sound effect that was set for all of them.
-Added signs that fit the context of the objective (from The Swamp Lost Assets Pack)

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