Graveyard (Lumberyard Event)

ARENA Graveyard (Lumberyard Event) VScript v3

Oni134

L2: Junior Member
Jul 29, 2018
60
19
i´m loving the progress of this map, it makes me want to comeback to the mapmaking!
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
  • Fixed Eureka Effect users being posthumously trapped in the debug room if killed when teleporting home
  • Ghosts who join late now rise from the coffins in the pit instead of spawning in the air
  • The rare spellbook now has 3 random spawn points, makes a noise on spawn, and has a large light beam particle.
    • The light beam takes 8 seconds to fully manifest, and then the spell will spawn in a flash of white light
  • the HHH spawns in sudden death
  • Fixed players being killed when blastjumping above the death pit
  • Updated ground materials to be envmapped
  • Tweaked health/ammo pickup locations near the cliff to be behind each team's respective shack
  • Fixed some erroneous clipping

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Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
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Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
  • Fixed the HHH being able to enter the control point room
  • Updated particle effects for the spell spawner
  • Timings of the map have been changed.
    • 40 seconds into the round, the rare spell spawns in 1 of 3 random locations.
    • 65 seconds in, the point unlocks.
    • 130 seconds in, sudden death occurs and HHH spawns.
    • 180 seconds in, the round ends.
  • The HHH can now spawn once every 4 rounds, randomly
  • Turned half of the mid structure into a church
The church is an early version that is without any custom content. Down the line it'll have proper custom windows, stained glass, bibles, etc. It'll also be flipped on the other side of the map.

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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
this looks excellent, visually. and you've also made the ghost mechanic really good. i tried something like that with spookleus last year but got frustrated, finding that ghost-ified players basically stopped interacting with all map logic. great work on that front.

this sounds really fun.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
Spookleus is really cool haha, to get around ghosts not interacting with map logic, I added an output to all players that does stuff like shrinking them, giving them a dispencer, etc. I then created a system that checks players if they pass a filter, for example, passing condition 72 (or 73 idr) and to see if they're a ghost, and if it passes, it fires that output, giving them all the traits they need. There's more to it but thats p much the gyst!
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
all the other improvements you've done are stellar too. getting arena UI to work? in 2021? i'm impressed.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
Hahaha, yeah, what I did for that is I actually have a player destruction logic entity in the map, which has the unique feature of letting u use a custom .res file for the map. So I copied the hud info from arena over to it while adjusting the positioning a bit to make more sense and not get covered by the casual mode banner at the top. Sadly the numbers for tracking players dont work unless you have a logic_arena in your map (and I don't use one, since arena doesn't work in casual mode; i rebuilt the arena mode by hand with map logic) so i just used game_text for the living player counter
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
dedication to the craft, you gotta respect it
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
  • Changed timings of pre-round and end-round events.
    • Pre-round is 10 seconds (previously 7)
    • end round is 7 seconds (previously 5)
  • Spellbook spawns now have a unique sound effect to draw you towards them
  • Made changes to the random HHH
    • 0.7x his usual size
    • Now has 1100 health (previously 3k, up to 8k on a full server)
    • The HHH will enter the capture point room if it cannot track a player anywhere else
    • The HHH is now pinker to signify he's different than normal
  • Added more models around the map such as new cars, trees, and gravestones
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  • Detailed the exterior of the other half of the mid building, adding a bell tower (it doesn't ring, sorry)
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  • The church now has custom stained glass windows
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  • Converted the empty wood shacks into a flower shed and small mausoleum
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  • Fixed the control point becoming active in the next round if a round ended during the 5 second open sequence
  • Fixed the announcer being doubled-up when the point is unlocking
  • Removed several pumpkin bomb spots
  • Various clipping tweaks

Random screenshots:

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Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
  • Detailed the middle point room + OOB below the control point
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  • Fixed broken tutorial text on round start
  • Slightly increased size of ghost healing trigger
  • Added a small health kit to the second floor of both churches
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  • Changed courtyard health kits into medium kits and moved them further out
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  • Fixed various windows across the map, turning their frames non-solid and clipping them off
  • Darkened some lights that were too bright
  • Lightened the lighting on the roof of the center building
  • Last man standing now receives a common spellbook
    • If they are already holding a rare spell, it will not be overridden

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Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
  • Added lots of clipping around the map
  • Returned the yard tree to a stump
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  • Removed some foliage for performance and visibility
  • Covered the windows in the sliding middle doors with black glass
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  • Detailed most of RED side, a well as the church interiors and middle interior
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  • Detailed the yard building into a flower shop
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  • Added RTX raytracing to the church windows
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  • Removed lightning for performance
  • Did loads of de-cluttering for optimization and easier movement
  • Removed redundant or unnecessary light sources
  • Added a purple Uber overlay to the screens of ghosts
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  • Fixed console spam caused by the spellspawn.mp3 file
  • Fixed some balance plugins breaking by renaming the map to pd_
  • Fixed the spellspawn particles sometimes having incorrect orientation
  • Fixed feedback rounds causing a server crash from edict overloads

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