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PD Fate Event Beta 1

Conga Lyne

L2: Junior Member
Sep 2, 2017
65
47
Fate Event - An Arena-themed Player Destruction map with different effects every round

Fate Event is a map I originally created for Team Fortress Classic, but after having found it a lot of fun to play on decided to port it over to normal TF2.


Fate is designed to be a very fast paced map where rounds are so quick you don't have time to worry about being dead because the next round's probably already started!

Each round has a special Fate applied to it as well, it could be Ghosts, Cursed Vision, Crit Boost and more!


Despite the file name, the map is still early in development and the layout is far from final, any feedback will be crucial and greatly appreciated.
 

Conga Lyne

L2: Junior Member
Sep 2, 2017
65
47
Changelog:
* NoHud fate has been disabled due to it being not fun to play with (unable to swap weapon & being denied crucial information like health, ammo, etc)
* Disabled clipping on capture point signs (Unintuitive play space)
* Set max rounds to 4 (math-counters keeping track of round count have been set to 3 to accommodate)
* Player Ghosts are now reduced in player size upon death
* Fixed the incorrect fate being displayed on player hud after death
* (Hopefully) Improved map lighting
* Fixed a bug with Eureka Effect where it would instantly kill the player upon being used mid-round
* Fixed the control point not appearing on the hud
* Fixed current fate overlapping with spellbook location on Hud

ToDo:
* Fix known issues
* Change Hide & Seek fate into something else, feels unfair not knowing if someone is an enemy or not at a quick glance along with being denied other crucial information.. Maybe some kind of fate involving rising water? Dunno Need to replace it with something new as I don't want the fate pool to be too small
* Make map prettyier & more halloween looking, waiting until I feel 100% confident on the layout before commencing though.
* Have a custom hud which shows magic spells or something instead of ammo icons for point scoring.. probably need help with this one though because I genuinely don't understand .res files.

Known Issues:
* Haste buff carries over between rounds if you drop the item, still trying to figure out how to prevent this
* Map lighting probably isn't perfect still but I have a hard time telling personally
* Layout feels bland, want to change it in some way to make gameplay more interesting but not sure what to do about it... Could take some inspiration from viaduct, well or lumberyard?

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