SD Extraction b6

Extract a thing from another thing

  1. Muddy

    Server Staff Muddy Muddy

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    Extraction - Extract a thing from another thing

    AKA sd_tricia pt. 2

    Just like last time, the objective is to take the flag (this time from a Mayan temple), and bring it to the helipad to signal the helicopter to come pick it up. There is a twist though: you need to capture it three times to win!

    Features some Mayann theme assets, the helicopter from the Frontline pack, and some much more streamlined gamemode logic.

    Developed on-location at Studio de Berry's House

    Available on the Steam Workshop!

    (NOTE: the filename uses the ctf_ prefix because the sd_ prefix overwrites the HUD and removes the capture counters)
     
    Last edited: Jul 5, 2017
  2. Muddy

    Server Staff Muddy Muddy

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    Gamemode:
    * disabled shot clock mode on the flag
    * fixed several cases where the helicopter would show up when it shouldn't/wouldn't show up when it should
    * clipped stairs

    Helicopter Pad:
    * added some buildings on either side of the helipad, as well as routes onto the helipad

    Flag Zone:
    * added an upper area behind the flag which I imagine will be used for sentry nests
    * accidentally fixed the rendering bug near the lower tunnel

    Mid:
    * added a bit more health to the lower areas
    * lowered the radio-tower building a bit

    Spawn:
    * fixed a spawn door on BLU side opening for both teams

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

    Server Staff Muddy Muddy

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  4. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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  5. Muddy

    Server Staff Muddy Muddy

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    General:
    * textures! mostly for team recognition
    * improved clipping

    Gamemode:
    * fixed the flag appearing as the wrong team (turns out this was a very simple fix lol whoops)

    Spawn:
    * added a second resupply locker

    Capture Zone:
    * fixed duplicate health kit
    * removed wire wall to allow for another route onto the pad
    * fixed being able to stand on the helicopter

    Mid:
    * added a couple more routes to the upper areas



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

    Server Staff Muddy Muddy

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    Turns out I forgot to update this thread when I updated this map to _a4 and now I'm on _a5 lol whoops

    ctf_extraction_a4:
    General:
    * lowered respawn times overall
    * when the flag is picked up, the other team's respawn time is lowered slightly
    * adjusted health/ammo pickup placement a bit
    * fixed a couple of issues regarding map symmetry

    Heli Pad:
    * added another route around the edge of the cliff to hopefully make it harder and less frustrating to fall down
    * moved the health kit out from under the helipad to said new route

    ctf_extraction_a5:
    General:
    * reduced flag reset timer to 20s
    * clipping improvements
    * added more ammopacks (and a teeny bit more health too)

    Heli Pad:
    * the helicopter hook can now be blocked if an enemy is standing on the helipad
    * made the wooden platform hanging over the cliff wider

    Flag Room:
    * expanded the back room a bit to allow Engineers to set up easier (and also to give Spies another place to hide)

    Spawn:
    * fixed spawndoors being openable by the wrong teams

    Read the rest of this update entry...
     
  7. Infomaniac

    Infomaniac L6: Sharp Member

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    Do I need Winrar to extract this? /S
     
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    Last edited: Mar 24, 2017
  8. Viperi

    aa Viperi 100% might be snake

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    Judging from the download now bar saying '.bsp', no.
     
  9. Infomaniac

    Infomaniac L6: Sharp Member

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    You ruined the joke. Lol
     
  10. Muddy

    Server Staff Muddy Muddy

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    Gamemode:
    * flag now needs to be 'captured' before being picked up - simply stand on the flag for 2 seconds (only applies when the flag is neutral)
    * flag reset time is now longer if the helicopter is present (30s with the helicopter, 20s without)
    * fixed players being able to pick up the flag as soon as it resets

    Helicopter Pad:
    * fixed helicopter killtrigger not being parented to the helicopter
    * added some low walls to the helipad to make it harder to airblast players off of it
    * the lights on the helipad are now team-coloured

    Flag Room
    * added a bit of cover to the flag spawnroom

    Read the rest of this update entry...
     
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  11. Diva Dan

    aa Diva Dan hello!

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    I still think a nice addition would be a control point on the hud to show the progress a team has on the helipad, since I can't ever tell how long I have to stand
     
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  12. Muddy

    Server Staff Muddy Muddy

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    I would if I could, but the capture zone doesn't actually use any control point entities, so I'd have to rebuild the capture logic almost completely - and even if I could be arsed with that, TF2 doesn't support having both the default CTF hud and control points on the HUD. I know there are workarounds for this, but it's a lottttttt of work for one feature that might not even work. Sorry.
     
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  13. Micnax

    aa Micnax I maek map

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    How about a physical countdown timer on the point itself, like "Time until pickup arrives:" and using the same kind of counter that trainsawlaser uses for the scarifies.

    Hell I'd even consider you use a voiceover for it, but then it might confuse players with the announcements for the intel pickup.
     
  14. Izotope

    aa Izotope Never releases maps

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    I think I know a solution to this that would make everybody happy. I'll look into this later today after work.
     
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  15. Diva Dan

    aa Diva Dan hello!

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    Maybe make a progressivly loud helicopter sound come when the helicopter approaches, and a 3 second sound of a hydraulic thing that slowly pitches up when the hook is about to grab the intel
     
  16. Izotope

    aa Izotope Never releases maps

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    Here's a little something I threw together, it's the visual help without a complex setup.

    View: https://youtu.be/pFuM_qT3DQo


    I'm actually using two flag entities, one is the actual briefcase that needs to be capped,
    and the other is invisible/disabled and is only there to show the pie timer, so it can't be picked up.

    On my first attempt I only used the actual briefcase for the pie timer, however that turned out to be disappointing,
    since you can't hide the pie timer, and it just gets stuck at 0 if the briefcase is still disabled.
    [​IMG]

    Here's the VMF. (Not a permanent download)
     
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    Last edited: Apr 4, 2017
  17. Muddy

    Server Staff Muddy Muddy

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    Interesting, I'll see about implementing that in the next version.
     
  18. Izotope

    aa Izotope Never releases maps

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    I woke up this morning asking myself "Why doesn't the intel have a HideTimer input?".
    Then I got the idea "Why not just simply set the timer to 0?", so I did.

    It worked, however the return time = value set for the pie timer, so I gave the intel a pickup output to itself setting it to 5.
    Just change it to whatever you want your return time to be.

    New VMF. (Not a permanent download)
     
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    Last edited: May 11, 2017
  19. Muddy

    Server Staff Muddy Muddy

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    Forgot to update the thread with the previous version again rip

    a6b:
    Gamemode:
    * fixed players being able to pick up the flag as soon as it respawns (for real this time!!!!!!!)

    a6a:
    Gamemode:
    * re-added the flag timer (thanks to Izotope for some entity help there)
    * player spawn direction is now based on the status of the flag; players will spawn facing the helicopter pad if the flag is active, and the flag pickup room if it's not

    Helicopter Pad:
    * removed medium ammopacks to hopefully nerf Engineers around that one particular spot

    Read the rest of this update entry...
     
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  20. Muddy

    Server Staff Muddy Muddy

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