Trainsawlaser

KotH Trainsawlaser RC2

Crash

func_nerd
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Mar 1, 2010
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Skybox trains i presume? You're doing stuff right.

Yep. I was so excited to see how perfectly they fit for that use.

I've got some biiig stuff planned for this next release. Might be awhile still, though.
 

Crash

func_nerd
aa
Mar 1, 2010
3,346
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This is getting a bit complex...

TSLIsComplicated.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Entities a-plentity.
 

Crash

func_nerd
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Mar 1, 2010
3,346
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Definitely good to know. I had some things that I wanted to eventually do (probably B5 version) that was going to take a lot more entity work.

Either way, I'm trying to clean things up a bit and start using smaller entity names now. "FuckYouFlames" was funny at the time...
 

Crash

func_nerd
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Mar 1, 2010
3,346
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Thanks! I've always been sort of self-conscious about that sort of thing and doing this commentaries has really helped me put myself out there more. I haven't heard anything really negative, so there must not be anything to worry about!

Also, did you notice the server that went up recently?

:)
 

Crash

func_nerd
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Mar 1, 2010
3,346
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Beta 4 is live!



Changelog:
-Over 12 minutes of new voice dialogue added.
-Added sacrifice milestone events. Every 100 kills on the counter will trigger a random event. The KoTH timers pause for these events.
-Choo Choo the Trainshark, Lucy in the Sky With Lasers, and Pastor Kilgore have been crafted to serve as minions of the one true Train God. They can be summoned by amassing a worthy amount of sacrifices.
-Tiny Train Rain™ sacrifice event added.
-Uber Train sacrifice event added.
-Increased the random timer range slightly for the spawn courtyard trains. (Now it's between 10 seconds and 25, before it was 7 to 22.)
-Blocked Red's detail area behind the laser wall.
-Placed building blocking brushes around all hazards to prevent griefing.
-Added detail to the floor of the center area to justify the building blocking brushes also placed over the area. Suck it, Engineers.
-Added front railing to sniper balconies... Also lasers.
-Standardized hazard damage to balance higher-HP game modes (Saxton Hale, etc) Falling trains deal 5000 damage, crossing trains 2500, saws/ normal lasers/ sharks 1000, spawn laser 10000, roof acid does 30 per tick, side pit acid 10 per tick.
-Refined fucks given counter tracking system. This should now be much more accurate.
-Optimized particle usage in spontaneous combustion room.
-Added drop-down under back-and-forth laser, going to the water.
-Widened center laser's arc.
-Tweaked Train Rain™ pathing to prevent it from staying in the sky when inactive. Not sure where this bug came from, but it's theoretically fixed now.
-Further detailing around the map (Let me know if anyone has any framerate issues).
-Bumped up the chance of getting an uber charge from the spawn room uber lasers by 200%.
-3d Skybox added.
-Easter eggs! Look for them, bitch!
-Added random-timed flame bursts next to control point, embedded in the ground. Random time between 30-45 seconds with a 5 second warning pilot light before a 4 second burst of flames that ignites players.
-Added 7 new pumpkin-bombs.
-Started optimization of lightmaps. (Decreases file size so I can cram more crap in)
-Opened a couple roof areas up so you can jump over them. You are pushed off if you try to stand on them, however. Sometimes into saws.
-Raised the minimum and maximum random time range for the center electricty hazard by 15 seconds each.
-Removed a key strike location for the center electricity hazard.
-Slightly widened the player clip on the horizontal saws to make it easier to grab the small health pack.
-Removed moving saws on top of first buildings coming out of spawn. Not worth the cost.
-Passing trains now have slight chance to go backwards.
-Slightly moved two trains of the Train Rain™ to fix a bug where you could be killed in a safe area underwater.
 
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Onkel Pyro

L1: Registered
Sep 27, 2013
3
0
B4 Seems rather Crashy

I've been trying to run the Map on my TF2x10 server but so far it always seems to crash within the first 10 seconds after the Point is enabled.
 

Crash

func_nerd
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Mar 1, 2010
3,346
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That is really odd.

I've ran it on our server without much issue. We had a really minor crash happen a couple times, but it was after the map got ran a long time, and the server has been known to do that on other maps as well.

Perhaps it's a conflict with the x10 plugin? Could be too much running all at once.
 

Onkel Pyro

L1: Registered
Sep 27, 2013
3
0
Possibly... I'll have to admit, that it was running on an "All Crit Low Gravity TF2x10" server, so that MIGHT have been the cause... I'll see if i can run it on another server of mine.