[WIP]Mining Car Escort Map: es_cave

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
[WIP]pl_cave

Update: I've released a payload version, you can download it here
http://www.fpsbanana.com/maps/53363

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Update: Version 5 has been released, link below.

This is a new map i'm working on, based on the moving cart gameplay of the upcoming Goldrush map.

The map consists of 4 rooms in an underground mine. Outside the Blu respawn room is a mining cart, the objective of the map if for Blu to escort the mining cart to the red base in the last room. Red have to prevent this from happing until the timer runs out.

In order to move the cart, blu have to be next to the cart, The more blu players next to the cart, the faster the cart will go, up to a maximum of 4 players.
If a red player enters the area around the cart, it will stop moving, and the blu players will have to kill the red player before the cart will start moving again.

I've uploaded the map to FPSBANANA.

Map available here
http://www.fpsbanana.com/maps/48225

Screenshots
http://i3.photobucket.com/albums/y67/jarik/es_cave0002.jpg
http://i3.photobucket.com/albums/y67/jarik/es_cave0003.jpg
http://i3.photobucket.com/albums/y67/jarik/es_cave0004.jpg
 
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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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I'm not usually one to wet-blanket someone's project... but I honestly find this a bit silly. I can understand beginning to design a Goldrush style map before valve's is out, but you seem to be making the exact same style as valve has said their's will be. It seems foolish to me, since with the time valve can/has put into their maps, your's may not ever get played if it's the same style. :/
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
It will get played NOW. But not after the valve map is released. However, I am applausing for your work with triggers.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
There are lots of CP and CTF custom maps, people play those even though they're are simmler in playstyle to the offical maps, I see no reason why people wouldn't play a custom map with the same playstyle as valves new goldrush map.

Anyway, those triggers are crazy.

I'm planing to make a map in the future with multiple paths for the cart along with other stuff, this map was mainly to get the cart to work.
 

Milktoast

L1: Registered
Jan 8, 2008
26
0
Anyway, those triggers are crazy.

Have you figured out a way to prevent the "ghost cart" effect or thought more about it? I couldn't get it to work reliably using just OnTouch outputs. I'm wondering if Valve has created a new set of entities or have fixed the OnEndTouch reliability issues. It took me a while to come up with a rig that doesn't result in runaway trains, but I think it's overly complicated. The other cart map on fpsbanana has a similar setup as yours and exibits the same problem. However, it doesn't sound as though it's come up during map testing or regular play, so it may not be a big deal. I can't wait to see Valve's solution. Keep up the good work!
 

Jive Turkey

L3: Member
Jan 22, 2008
120
32
Furthermore, have you seen any problems with players getting stuck in the cart when it rotates? I've had this happen just in offline tests and figured it would be nightmarishly more common online.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
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There are lots of CP and CTF custom maps, people play those even though they're are simmler in playstyle to the offical maps, I see no reason why people wouldn't play a custom map with the same playstyle as valves new goldrush map.
I never meant playstyle. I meant that the whole mine leading to red base description is exactly the same as the description valve gave for how their map looks.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
Have you figured out a way to prevent the "ghost cart" effect or thought more about it? I couldn't get it to work reliably using just OnTouch outputs. I'm wondering if Valve has created a new set of entities or have fixed the OnEndTouch reliability issues. It took me a while to come up with a rig that doesn't result in runaway trains, but I think it's overly complicated. The other cart map on fpsbanana has a similar setup as yours and exibits the same problem. However, it doesn't sound as though it's come up during map testing or regular play, so it may not be a big deal. I can't wait to see Valve's solution. Keep up the good work!

I haven't seen it myself, would a OnEndTouchAll fix the problem? I used a math_counter which keeps a track of how many blu players are around the cart, the problem might be something with that. Have a OnEndTouchAll setting the math_counter to zero might fix it.

There is also that TouchTest thing, but I couldn't get that too work. (Not to sure what it even does)
 

Milktoast

L1: Registered
Jan 8, 2008
26
0
lillbrorsan and I just got done testing his map and your map and we couldn't duplicate the "runaway cart" problem... and since it hasn't come up in your testing either, I must be crazy! Maybe it's an artifact of testing the map on a listen server with bots and not a dedicated server with real players. I dunno. Looks like everything works good. I'm going to leave the mapping to the mappers and go back to just playing maps.
 
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Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I saw the 'ghost cart' thing happing when my map was being played on a server. No idea what caused it, no idea how to fix it.
 

Milktoast

L1: Registered
Jan 8, 2008
26
0
I saw the 'ghost cart' thing happing when my map was being played on a server. No idea what caused it, no idea how to fix it.


I think this is inevitable if your setup depends on On*Touch outputs. You can watch the developer events in the console and see times when they just didn't fire when they should have. If the OnEndTouch (or OnEndTouchAll) output doesn't fire, the cart doesn't know that it should stop. This doesn't seem to happen when just one player is interacting with triggers -- it appears to require two or more players. I'm really interested to see how Valve implemented Goldrush.

If you want, I can post my rig -- it's kind of a finite state machine. I'm not going to do anything with it. It allows for both red carts and blue carts that move forward and backward. It also handles cart spawning (my carts were going to explode and a new cart needed to be spawned after the previous one was destroyed).

It probably doesn't matter anyway since you can just use Valve's setup when Goldrush is released. But, if you're interested, let me know.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Wait for the goldrush map and duplicate valve's technique. I say this because some of the entities and the I/O are hosed. Really, the only set up you can rely on is the one valve developed for their own maps.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I've fixed the runaway cart problen in version 4, which I will release later this week.

Also made alot of other changes, mostly adding details and lighting.

Also added a path for Blu to get up to the Red battlements, should make it easier to take out the sentries up the top.
 
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Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
I'm not sure how you're making it (I haven't checked, and can't right now), but I would make the train/cart a func_tracktrain, and make a prop_dynamic with the tracktrain as the parent. Then, create a trigger_multiple with the parent of the tracktrain, and have OnStartTouch and OnEndTouch Enable/Disable the tracktrain. Not sure if it works, but it's a theory.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Played this map extensively today in a packed server. LOADS of fun. Enjoyed the change quite a bit.

Only problem was that it seemed a bit easy to spawn camp the enemy base and cause all kinds of havoc. Particularly in the red base.

Kudos to you on the map. Very nicely done.