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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,705
2,584
I was just thinking, Splatoon is basically just domination mode where every pixel of the ground is its own insta-cap control point.

*sigh* If Valve were still releasing their source code to all their games, we could have banged out a full-blown Splatoon clone by now using the multiplayer code from TF2 and the gel code from Portal 2.
 
Aug 30, 2015
359
451
If the extent of the gamemode involves standing on hexagons, the Player Destruction HUD might work
 

hutty

aa
Mar 30, 2014
547
446
The gamemode is sector_control there is a cluster of hexagons in each area of the map, if your team owns all of them then you own the sector. Healthpacks in a red owned sector are only pickup-able by the red team. Same for blue. I'm also going to include some special pickups for each sector that grant other buffs (minicrits, invisibility, ect.

The map has no symmetry too it. The spawn room will be a series of teleporters(not the engie kind) to the spawn rooms of sectors your team owns.

And of course, if it works out a port of hydro is planned.
 

hutty

aa
Mar 30, 2014
547
446
I'm not sure how to approach the hud part of this yet. Ideally I find a way to show each hex on a mini map, I'm not sure thats possible though.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
The gamemode is sector_control there is a cluster of hexagons in each area of the map, if your team owns all of them then you own the sector. Healthpacks in a red owned sector are only pickup-able by the red team. Same for blue. I'm also going to include some special pickups for each sector that grant other buffs (minicrits, invisibility, ect.

The map has no symmetry too it. The spawn room will be a series of teleporters(not the engie kind) to the spawn rooms of sectors your team owns.

And of course, if it works out a port of hydro is planned.
Hydro as sector control.

Yes please.
 

200

L2: Junior Member
Aug 11, 2013
54
81
Collecting / creating various stuff for a steampunk pack. Found 0 gear models so I decided to make one, first time using Blender (why is it so hard).

I38ApEu.png


also this thingy spins around

Now I just have to figure out the process of porting it to Source.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597

Crash

func_nerd
aa
Mar 1, 2010
3,360
5,529
You might want to find some way of preventing a player from grabbing the jack by simply standing directly above the spawn point.

Ooh ooh, you could have something shoot up out of the ground just before it pops out that it launches from, like a big cannon barrel or something, and have that knock the players back with an impulse! Could be neat.
 

hutty

aa
Mar 30, 2014
547
446
Maybe if the gamemode actually works, for now the edict count is manageable, its only slightly worse than a multi stage payload race.
 

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
You might want to find some way of preventing a player from grabbing the jack by simply standing directly above the spawn point.

People managed to break it by standing on it, so im going to use the explosion it makes as an excuse to knock everyone near it back
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
People managed to break it by standing on it, so im going to use the explosion it makes as an excuse to knock everyone near it back
Play the Loose Cannon thwomp noise when it fires too. That way the pushback is justified.
 

BanaFen

L1: Registered
Jan 3, 2017
11
15
Progress on what will be my first map. The payload goes down the ramp, toward the fences. My goals are to have options for every class at any given time, to not have obvious sniper/building spots, and to make the aesthetic depressing as hell.

The area will feature more cover from sight lines in general and a high ground for Red where the two tall, white boxes are. The trench will be the main flank route, featuring an exit to both team's territories.

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a41db2f2c1.png
 

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
been updating my pass map and trying to fix some things when I found an oddity with the trigger_catapult

I had two on each side of the buildings in mid and them to launch to the opposite building, but the launch was sending players too fast for my taste so I lowered the player speed property from 450 to 300. Well now the catapult was launching them higher and farther than I wanted. I tried a larger number and set the player speed to 1000, resulting in almost no launch at all.

That was really weird. Also does anybody know how to get the hud for tracking the ball working? pass_template has nothing for it and the developer wiki only mentions using a track train with some triggers creating 'zones' that the ball can be in, but they also state that it isnt even used in any of the current functional maps and can cause issues easily. Hell I read somewhere that even setting sections in pass_master would cause crashing. Tried looking around some of the current maps and couldn't find anything myself either.

Oh and I changed around last so people didn't rush tunnels so often.

8YtgqNX.jpg