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Old 04-06-2010, 02:39 AM   #1
mervaka
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ff_castle


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Old 04-06-2010, 04:22 AM   #2
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Map looks ballin'.
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Old 04-06-2010, 02:15 PM   #3
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Wow this map is mega old
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Old 04-06-2010, 06:37 PM   #4
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lol I always wondered when you would finally start working on this again merv. I used to love to just fuck around on here and test shit.
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Old 04-06-2010, 11:15 PM   #5
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interesting map, tested it last night, but i dint really understood the gameplay of it lol. But looks good : )
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Old 04-07-2010, 01:01 AM   #6
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Take team flag to one of the four lights.
Defend while scoring over time.
???
profit
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Old 04-07-2010, 01:08 AM   #7
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he's right, it definitely needs to be more obvious in things like where you can go. i'm working on that right now.
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Old 04-07-2010, 01:12 AM   #8
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I haven't played it, but one thought overwhelmed me when testing it out:

Why have a complicated elevator/security system when you can just rocket/pipe jump up to the top every time? Why would anyone ever go inside the castle?

EDIT: I tested the one in the beta (and didn't update beforehand), so this post might be irrelevant now.
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Old 04-07-2010, 01:18 AM   #9
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that's also being addressed. i put those stakes into the upper walls (see screenshot) to make it harder, but i might also put in a deflective clip brush.

eventually i'll do something more interesting with the yards, and probably put something better in.
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Old 04-07-2010, 09:17 AM   #10
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LOL I thought the spikes were there to help people get up
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Old 04-09-2010, 08:05 PM   #11
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True, all dudes go demo and soldier and fly over : D
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Old 04-09-2010, 08:32 PM   #12
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righto. any other ideas i could use for blocking outside routes, without making it a complete eyesore? :/

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Old 04-09-2010, 09:24 PM   #13
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righto. any other ideas i could use for blocking outside routes, without making it a complete eyesore? :/
Trebuchets that launch boulders at you if you try to jump up.
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Old 04-09-2010, 09:30 PM   #14
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nice! but no :/
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Old 04-09-2010, 10:11 PM   #15
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I say just block it with an invisible textured brush.
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Old 04-10-2010, 04:23 AM   #16
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nice! but no :/
But it would be so cool! You just have to code the functionality for spawning projectiles via lua.
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Old 04-10-2010, 05:17 AM   #17
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Quote:
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But it would be so cool! You just have to code the functionality for spawning projectiles via lua.
http://developer.valvesoftware.com/w...v_entity_maker
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Old 04-10-2010, 06:45 AM   #18
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Now I just need to figure out a way for the env_entity_maker to spawn a phys object w/ a velocity depending upon the position of the player who triggered the event. Or to make it even more complicated, do some quick maths to have it arc like an actual boulder into the location the player will likely be in once the object reaches them.
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Old 04-10-2010, 07:00 AM   #19
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You can also think about using entity:SetVelocity() on the spawned physics object. Trigger_push is unreliable at best.
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Old 04-10-2010, 11:45 AM   #20
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yeah, ideally we'd get those scriptable clip brushes in!

they need to be team based gates, sometimes also one way
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