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Old 10-27-2005, 10:54 AM   #1
o_nezumi
 
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ff_mackerel

Yes, Mackerel. This is a map originally made by superjer for CS, and updated by me for CSS. As soon as possible, I'll release it for FF.

Here's a screeshot to help explain things:


For reference, the tiles are 64 units wide, and the spaces between them are 32, which is just thin enough to not fall through.

When you step onto a tile, it turns clear. 2 seconds after that, it dissappears, and 4 seconds after that it reappears. No one has any weapons. The goal is to survive for as long as possible on the board, and to try to get other people to fall off the board.

Also, the board shrinks over time. The red tiles dissappear after 45 seconds, the tan ones after 90 seconds, the rusty ones after 135 seconds, and the silver ones after 3 minutes. When everyone on one team dies (in the CSS version) the round ends, and everyone and all the tiles respawn.

In the FF version, there will be 4 teams, and a round will end when only members of one team are left (assuming that this is possible with the entity system)

The CSS version is completely done now, and I'll put up a link to it soon, because I might currently have to coordinate the release of this with the release of superjer's CS version.

I'd put up more screeshots, but there really isn't much else to see.

Oh, one more thing: Everyone is launched onto the board at the start of a round, so you can controll where you land initially to some extent.

EDIT: Error! Postcount 404!! Postcount not found!!!
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Old 10-27-2005, 12:25 PM   #2
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Sounds like great fun to me. I would have everyone as civilians and give them umbrellas for whackin, for a laugh. Maybe a quad damage here and there too!
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Old 10-27-2005, 12:32 PM   #3
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maybe make it demoman/soldier only and give everyone invaurnability(miss-spelled?) on the start.
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Old 10-27-2005, 03:25 PM   #4
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I think it's gonna be crazy in the mapping department with FF this time.

Tere are so many possibilities for fun maps, it's gonna be way different than the TFC days. We'll be seeing alot of original map ideas.
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Old 10-27-2005, 04:28 PM   #5
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whoa, what a clever puzzle-style map. I'm impressed.
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Old 10-27-2005, 05:22 PM   #6
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Interesting idea indeed but what if there are players from several teams left when the silver tiles disappear?
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Old 10-27-2005, 05:56 PM   #7
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Sounds like fun
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Old 10-27-2005, 07:18 PM   #8
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oh yeah, why the name 'mackerel'? it's just... not flattering somehow.
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Old 10-27-2005, 07:21 PM   #9
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Looks classy - a move in the right direction towards the incredible potential of FF maps.

Will the bricks be floating in a skybox? Will they be fenced in a city? What will go all around them?
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Old 10-27-2005, 07:25 PM   #10
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The tiles should be suspended in air in a city type landscape, and when you fall, you fall down some skyscrapers or some shit. I think the tiles in just "black void" will make the map kinda dull.
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Old 10-27-2005, 10:10 PM   #11
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Wow. Very interesting.
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Old 10-28-2005, 10:49 AM   #12
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Not so hard to make, but damn original!

NICE! :P
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Old 10-28-2005, 09:32 PM   #13
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No map I've ever made was more of a pain in the ass than this one. Each tile is 4 entites, which all have to be named individaully, and most of them have several inputs and outputs. There are 145 tiles (There is an extra tile in the center), so that's like 1740 different things I had to name individually, plus all the spawnpoints, lights, the timer logic for the dissappearing tiles which had to be specially set up so that the timer didn't continue the next round.

Like, if I just had a logic_auto that sent a kill output to the red tiles after a delay of 45 seconds when each round started, and a round only lasted 30 seconds, then the tiles would dissappear 15 seconds into the next round. I had to make a logic timer that added to a math_counter every few seconds, and have a logic_case check the counter every time it was incremented to see if enough seconds had passed.

Not hard to make, but tedious as all hell.

I just felt like bitching :P

Seriously though, thanks for the support guys.
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Old 10-28-2005, 09:38 PM   #14
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why would they have to be named individually..?
couldnt you just name all the yellow ones yellow_tile and then when you send input to yellow_tile, it applies your action to all of them... i mean unless you have EACH indiviual tile behaving differently...
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Old 10-28-2005, 09:40 PM   #15
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They each individually have to dissappear when you step on them.
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Old 10-28-2005, 09:46 PM   #16
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ah, i had missed that point, my mistake.
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Old 10-29-2005, 01:06 AM   #17
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AND THE (cs version of the) MAP IS NOW OFICIALLY RELEASED!! YAY!!

http://www.superjer.com/nezumi/macke...rel_source.zip!!

All necessary files (including the mapname.txt) are packaged into the map, so installing is a snap!!

FF version to be released as soon as the game is released!!

Now go play!!
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Old 10-29-2005, 01:26 AM   #18
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additional mirror
http://nagual7.free.fr/mackerel_source.zip
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Old 10-29-2005, 02:00 AM   #19
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another mirror:

http://www.feafe.com/mackerel_source.zip
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Old 10-29-2005, 03:14 AM   #20
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hmm, the CS:S one is very visually bland aand not very inspiring. I haven't got a clue what that white thing in the middle below the squares is - but I landed on it and got stuck. D: I also think that there should be a 10 second countdown (or similar) before some of the tiles disappear.

Anyway.. umm 4AM D:
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