KotH Trainsawlaser RC2

Traaaiin Raaaaaaiiin!

  1. Crash

    aa Crash func_nerd

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    Updated

     
  2. BigMikeAU

    BigMikeAU L1: Registered

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    First off: Awesome map !!! Truly a benchmark for all mapmakers to aspire to!

    Can I make some suggestions, though...

    1) Add a variable to allow server admins to set the number of sacrifices needed for the minions. 100 is just too many to naturally happen in an average game. the result is players not playing, they just keep jumping into the free uber to tally up enough to get the bosses.

    2) Don't reset the sacrifice count between rounds.
     
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  3. Crash

    aa Crash func_nerd

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    The first would be extremely difficult to pull off without a mod (although I have heard one may in be development for the map that might do something similar. At the very least, admin-summonable minions.) And sadly, the map is so crammed full of logic and entities at this point that I can't do anything else with it without removing something else or risk the server crash issue arising again. I think TSL might be nearing it's final form.

    The latter is completely impossible for me to do with the map. All entities reset between rounds, and that's built right into the game. I have no way of transferring data between rounds, unfortunately. This is the main reason I extended the timers to 7 minute each, though, to give more time to get the count up naturally.

    I have a feeling a lot of people just really want to see the minions, and the hype will die off a bit and the summoning will happen naturally in game. I do feel like it may rely on a server being pretty full to have enough people dying to hazards to hit it reliably, though. Honestly that surprised me the most, I remember seeing the counter nearing 100 when the timers were at 3 minutes! I think as people learn the map, the hazards become less of an issue.

    Thanks for the feedback though!
     
  4. Dark Kahn

    Dark Kahn L1: Registered

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    Cool map!
     
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  5. MystycCheez

    MystycCheez L1: Registered

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    This map is hilarious to play on. Lots of fun!
     
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  6. Crash

    aa Crash func_nerd

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    UPDATE!

    This update brings spells into the map as well as changes the counters to track all kills on the map rather than just the kills attributed to hazards. Train God no longer discriminates against your method of sacrifice. This drastically increases the amount of event milestones per game, allowing it to actually happen realistically in a normal game. I brought down the overall time some to compensate for the more consistent interruptions of regular gameplay.

    Full changelog:
    .BSP for players
    .BZ2 for server owners
    .NAV for spells + bots
     
    Last edited: Dec 1, 2013
  7. Crash

    aa Crash func_nerd

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  8. Crash

    aa Crash func_nerd

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  9. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    consider me jelly

    i will have to do better for next aprils fools day.
     
  10. Crash

    aa Crash func_nerd

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  11. Sergis

    aa Sergis L666: ])oo]v[

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  12. Crash

    aa Crash func_nerd

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  13. henke37

    aa henke37

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    I have an idea on how to cut out a couple hundred entities: Use the AddOutput input to override the sound name before playing it. This lets you trade an entity for an additional I/O connection. I/O connections don't count towards the entdict limit.
     
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  14. Crash

    aa Crash func_nerd

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    Override it how-so? I don't think I'm quite grasping what you mean.

    I would love a fix for that though. That'd basically solve my issues with it.
     
  15. Crash

    aa Crash func_nerd

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    Wait, is it like, defining the file name just before playing? I can't say I've used AddOutput before so I might be missing something key.
     
  16. xzzy

    aa xzzy

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    Yeah, he's basically saying you set up a single bank of ambient_generic and just before telling them to play the sound, set the soundname to whatever you want. From a logic perspective that should work, though I'd have concerns about TF2 losing its shit when rapid firing several audio clips in a short period.

    There would definitely be race conditions where a sound never plays because in between the time that you set the soundname and it starts playing, there's a chance some other event could fire and overwrite it again.


    I think you should look into soundscripts first, it seems like the "correct" way to control audio.
     
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  17. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I think you mean soundscape instead of soundscript? http://forums.tf2maps.net/showthread.php?t=9300

    Anyway, i think that indeed can help alot as it provides a randomize feature which is ideal to reduce entities (you only need 1 ambient generic for them to work most likely).
     
  18. xzzy

    aa xzzy

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  19. xzzy

    aa xzzy

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    Okay so I used this as motivation to go try it out, and it does work, but there's still problems with getting it "loud enough." Something like this works fine in TF2:

    Code:
    cart.explode
    {
    
    	volume	1.0
    	pitch	100
    	soundlevel 0.1
    	wave #weapons\rocket_directhit_explode3.wav
    }
    
    Save that in a mapname_level_sounds.txt in the maps/ folder.

    Then in the ambient_generic entity you'd use "cart.explode" as the sound name. The sound won't play in Hammer unless you add it to a game_sounds_manifest.txt in the scripts/ directory, but it works fine in TF2.

    soundlevel controls attenuation, smaller numbers make it a little bit louder but not satisfyingly so. The # sign in front of the file name also boosts output a little bit.

    Downside, it's still pretty easy to lose the clips in a battle. Voices work okay because humans are a bit better at picking them out of noise, but it doesn't seem possible to get a big huge explosion noise. But it sounds totally fine if you're far away from a fight.
     
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  20. Crash

    aa Crash func_nerd

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    Really volume is the biggest issue overall, and I could reduce the entity count by a ton if it wasn't, by reducing the amount of ambient_generics used.

    My goal is to keep it up at the same levels it currently is, so I think the AddOutput method is what I'm going to shoot for when I have a chance to sit down a mess with an absurd amount of sound files again.

    I think I can get around the overlapping by dedicating a cluster of ambient_generics to each purpose. Train Rain, train hits, event announcements, and each minion. The only one that I should ever run into problems with doubling up is the train hits one, as it's possible to (rarely) have two trigger at the same time. I can probably come up with a fail safe for that with the extra entity room reducing the sound files will give me.

    Now that I'm looking at it closer, I actually did dabble with sound scripts early on before I went with the stacking method of getting my clips loud enough. Never seemed to get it to satisfying levels.