Buy Elder Scrolls Online: Greymoor for PC at Green Man Gaming

CTF ctf_boomsday a6

pick it up contest map

  1. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    ctf_boomsday - pick it up contest map

    I guess i made this for the pick it up mini contest, i had no idea of what i was doing and i still don't know how i came up with this map.
    It features the invade ctf gamemode and bombs. Not only there is bombs, but they are made out of brushes because i don't know how to create models. And the bombs talk ! What a great time to be alive.

    (NOTE : the bomb talking is actually real, I had to install Hunt Down The Freeman to get a sound file of a character saying "stop touching me". I still don't know why i did that but it was so worth it.)
     
  2. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    Big changes : the connector from thee base to mid and mid itself were completly changed. The layout is still just a straight line, but it's a more interesting straight line.
    Some other changes were done, this includes :
    -fixed some announcer voice lines not working
    -added text to speech announcer voice lines to lines i couldn't get fixed
    -made a text to speech alert when a team opens the bomb
    -made the bomb open slightly slower
    -made so the australium returns quicker
    -reduced the time it takes for the australium to spawn for the first time
    -reduced the time it takes for the australium to spawn after a succesful cap

    Read the rest of this update entry...
     
  3. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    I'm kinda late undating, i could of updated this map a while back, but I wanted to get things working , so here it is. Some changes have been made including :
    -Removed one way exit
    -Shortened the map
    -Removed the text to speech announcer to proper announcer voice lines
    -Made the bomb doors ever-so slightly faster
    -Moved some pickups

    Read the rest of this update entry...
     
  4. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    Changed a few things :
    -Textures because i felt like it
    -The bombs starts opened, closes after a succesful capture and repopen after a while.
    -Changed some small packs to medium packs
    -Changed a small health pack into a full ammo pack

    Read the rest of this update entry...
     
  5. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    Apparently the logic was broken ? What was broken ? No idea. was it fixed ? Probably not. Though there was some so minor changes that i cannot bother. This update is more about simplifying things like the capzone getting enabled and disabled for some reason and getting rid of outputs and inputs of the now unused trigger brush that used to open the bomb. Also i got like 3 feedback and all 3 were not useful lol.

    Read the rest of this update entry...
     
  6. Zhiris

    Zhiris L1: Registered

    Messages:
    20
    Positive Ratings:
    11
    I always liked the old school way of delivering the flag into the enemy's base if done right.
    Tested the map and it seems to have nice logical spots for health and ammo packs and it gives a lot of cover.
    The middle section feels a bit like a death trap since the only way to get to the middle point is trough doorways/narrow routes.
    I think making that big wooden cover around the middle see trough by making it fences (or whatever kind of style you are going for)
    This way the ones trying to snatch the Australium can see what's up ahead (enemy wise) while still giving enough cover.

    Best of luck on your map and the contest!
     
  7. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    I took my time huh ?
    This version went throught so many iterations i can't count them. I ended up with this layou that i quite like. I don't know how it plays, but i'll see. I have done major changes to the layout but minimal changes to the logic. The only thing i changed was the speed of the bomb door, but it's so minimal and useless it doesn't matter. You can still cap even though the door isn't open. Because it could be broken to have someone block the door and to make it unplayable.
    Edit : i forgot the most important : i'm steering away from actual textures to dev textures, because i didn't liked it anymore.
    Read the rest of this update entry...
     
  8. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    This time i didn't make the map while watching Callmecarson funny moments. (in case you wonder why "Callmecarson funny moments edition", it's because of the imp i played while testing.)
    Anyways, there are changes as you can guess.
    A problem that i canoot solve is the australium duplication glitch. I did put some force return inputs but it probably won't be fixed.
    So... changes :
    -Flipped the direction to mid.
    -Changed the hazard stripes so it doesn't confuse people anymore
    -New route around and to mid
    -sightlines. there is so many of them now. snipers aren't useless anymore.
    -some things i probably forgot.

    Read the rest of this update entry...
     
  9. AlexEatDonut

    AlexEatDonut L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    The map now has a connector to spawn, with a side area/flank.
    I've also lowered the capzone and tried to fix the duplication glitch but i can't consistently do it to see if what i'm trying is working.
    EDIT : i forgot that i added stairs in the drop-down making it a non drop-down.

    Read the rest of this update entry...
     
    Last edited: May 13, 2020
Buy Elder Scrolls Online: Greymoor for PC at Green Man Gaming