Premuda

CTF Premuda B1B

Aug 19, 2008
1,011
1,158
thx for the great feedback

about the fog, i know it looks odd inside, thats why i will work with windows and such to make it feel more natural

the thing in the water... i seriously dont know whats up with that :(
all i can guess atm is that it´s because its just skyboxwater beneath the map and it bugs out

i know i have to make the inaccessable areas more clear, but sometimes i´m lazy about that :/
 
May 23, 2009
205
34
You can have indoor fog and outdoor fog, just have a big trigger brush in certain buildings that changes the fog_controller in use. :)
 
May 23, 2009
205
34
Well they do it in L4D so I imagine it's client side.. although now you suggest it I don't know :/

try it with bots and if it works with bots try it on _a2
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
made a ran through
well..about some issues(havent read the thread so they may have already be noticed)
>rain inside buildings (4.ex. stage1 bluspawn
>to high antenna in the flag model,when u hide behind some brush restoring health this thing sticks through it, rotation amkes things even worse
>unlimited ammo may overpower some classes like heavies and health may overpower rocketjumping soldiers

and here goes some screenshots
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Heatmap : http://psychostats.canardpc.com/mapheat.php?id=86

Finally a push ctf, with playable distance between points, and where rounds are during more than 2 minutes. We loved the a1, can't wait for the next release. For any testing you know where to find us.
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
I loved playing the map as a whole(the only problem being that I played on a very high ping server :p) and it has helped me in the making of my own push ctf map that I plan to unveil in the coming weeks
 

>8< | Spider

L1: Registered
Jun 17, 2009
5
0
I realy like the use of fog you have going on in this. That's a really underused tool IMO, sort of gives it a slight eeriness to it. Can't wait to try the "finished" version.
 
Last edited:
Aug 19, 2008
1,011
1,158
i was wondering if it´s possible to do that:
atm the match ends if the time runs out, would it be possible to keep the match running as long as blu has the intel? like on payload, when time runs out but the people keep touching the cart?
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
I think it's already like that in regular CTF, no ? So long as the intel is not returned to base, it keeps the game running (overtime).
 

jpr

aa
Feb 1, 2009
1,094
1,085
i was wondering if it´s possible to do that:
atm the match ends if the time runs out, would it be possible to keep the match running as long as blu has the intel? like on payload, when time runs out but the people keep touching the cart?

I'm pretty sure this is possible somehow, but I'm not exactly sure how, as I'm no entity guru.
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
i was wondering if it´s possible to do that:
atm the match ends if the time runs out, would it be possible to keep the match running as long as blu has the intel? like on payload, when time runs out but the people keep touching the cart?

Theoretically, easy:

on the team_round_timer entity:
Code:
OnFinished > logic_winround > trigger

on the logic_winround (trigger_logic) entity:
Code:
OnTrigger > game_round_win > RoundWin

on the flag entity:
Code:
OnPickup > logic_winround > disable
OnDrop > logic_winround > enable
OnCapture > logic_winround > enable (but do it after adding time)

in summary:
When the time runs out, the round timer dumps an output to the logic_trigger (logic_winround in this case) telling that red should win.
If the flag is picked up, the logic is disabled and cannot be triggered.
If the flag is dropped, the logic is enabled and can be triggered.
Note: this can be changed to OnReturn to allow people to pick it up in overtime.

I'm pretty sure that if the round time is 0:00 (which it is always when in overtime) that is will always send the OnFinish output until a win/loss is decided.

If it doesn't work, then add this:

On the team_round_timer entity:
Code:
OnFinish > logic_timer > FireTimer

On the logic_timer (logic_timer) entity:
Code:
Class Info:
Use Random time : No
Refire Interval : 3
Code:
OUTPUTS:
OnTimer > logic_winround > trigger
OnTimer > logic_timer > ResetTimer

And now that I've thought up that, I'll put it in mine.
Make sense?
 
Aug 19, 2008
1,011
1,158
Ok, implemented it, and i needed the second part with the logic_timer to make it trigger the roundwin

BUT:
it made the level crash at first, so here is the fix:

Logic_Timer
Start Disabled: Yes
Refire Interval: 1

then

team_round_timer
OnFinished-->Logic_Timer-->Enable

game_round_win
OnRoundWin-->Logic_Timer-->Disable
 

Icarus

aa
Sep 10, 2008
2,245
1,210
In between captures, the HUD points at the wrong Intel spawn. Didn't really help with the already confusing map.
 
Aug 19, 2008
1,011
1,158
Has been already adressed, i had the intel of stage 2 already activated, so it mislead the compass... as always sth that didnt happen locally :/

for the fps drop...
i´m looking into it, i think its the vast amount of water the pulls down fps
i wireframed through the sections before release, and there is more geometry in a single section of cashworks than in the entire level atm, so the geometry cant be the problem

....

meh, always these nasty problems :)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
That's not what I meant. Even on stage 2, capturing the first CP, the HUD still points back at spawn.