Premuda

CTF Premuda B1B

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
I like 6.

but 4 has that feeling that its meant to be there.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
2 and 4 are my favorites... I particularly like the dark contrast with the lighter tones in 2, but 4 feels the most overall balanced.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Agreed on 6, good choice Eerie! Can't wait! ^___^
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Looking good. :) I like that big rock thing above the buildings. :D
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I preferred 2, but hey.
 
Aug 19, 2008
1,011
1,158
CTF_Premuda_A2 [DOWNLOAD]

Filesize Jump because of near comletion of Stage 3, but it isn´t playable yet
+ i had to add some blu wood textures
____________
A2 [07-04-09]

+ testing a new setup for the dispenser, which hopefully won´t bug out
+ flag returntime upped by 5 seconds to now 20 seconds
+ added countdown in the lower-left corner of your hud indicating the flag-return-time
(doesn´t work on intel in pit)
+ same goes for appearing new intel on capped point
+ if intel drops into a deathpit, it returns after 5 seconds
+ added Icarus sound-alert and cap-point setup (thx for that)
-indicator should be more relyable now
-if intel approaches the cp´s vicinity, an alarm is triggered to warn red
+ not active cps are now in neutral color
+ lights now indicate active points
+ extended cap-block area over the whole cappoint-model
+ added better indication to non-accessable areas
+ skyboxed every section to improve framerates
+ changed audioclip played on roundstart in spawns
+ changed the stairs to 1-1, so it´s like a spiral now
+ minor ammo/health-kit changes all over
+ edited custom skybox to be less striking
+ started detailing blu spawn and first cp
+ added blu wood textures
+ added windy sounds and arena sawmill soundscapes
+ add snipernest for blu at entrance to the 1-2 area
+ narrowed down 1-2 building to stop engicamping in the corner
+ added severely more railings to area 2-1 to avoid so many accidental falls
+ widened some routes to make them less risky
+ fortified 2-1 cap so attackers need to use right route to weaken defenses and cap
+ moved 2-2 capbuilding a bit
+ added addtional route for blu leading to 2-2
+ fortified upper exit to 2-2 to make it less spammy
+ deleted sentryplatform behind building
+ playerclipped winding stairs to 2-2

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Aug 19, 2008
1,011
1,158
oh man, frustration, frustration
had a small gametest

* i will have to get rid of the attached dispenser, this new setup doesn´t heal
at all once the map is played on server :(
- tried simply parenting dispenserbeam and trigger to intel
- tried logic_measure_movement
(both work perfectly on local)

* also my flag-return-system bugs out a bit
it sometimes doesn´t revert the flag-returntime to 20...will have to look into that

* servers don´t like the intel off/on gimmick, sometimes the intel doesn´t disappear :(

if you got any ideas/help/tips on the dispenser/intel on.off issue i would bow before you
 
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Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
why not try to gimmick the dispenser? put some kind of heal brush parented to the intel... wait if there is some kind of heal method in hammer that is.
Then just put a particle entity with the particle name of the healing beam. Which is dispenser_heal_beam_blue/red I believe, but I might be wrong. And then put another particle entity and set that particle entity as control point 1 for the particle effect to work properly.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You could use a trigger_hurt and set the damage to a negative value.