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Old 10-09-2007, 11:26 PM   #1
A1win
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ff_juggle_this (simple conc map, released)

edit: lol how come I didn't notice nod's juggle map before this... well nevermind here's another one.

Until a few hours ago I had no idea what juggling with concs means... So some dudes explained it to me: you can gain theoretically infinite height using an infinite number of concs (that you are being resupplied with while you fly) by timing them right. There weren't any maps to try this in so I made one myself. I still haven't managed to juggle properly but I'm sure it's possible

So here's a box that's almost the entire grid high in Hammer (but narrow otherwise). You start from the bottom and you have a full supply of concs all the time (you get a new conc the second you prime one). Your goal is to get to the top, no touching the ground until that.

The map is 30*1024 units high (plus a small 128 units high platform at the top and 256 units deep trench at the bottom where you can throw your concs). If you fall down, you get back to level 0 and there's no way to stop at any level except for the last. There are total of 30 levels. If you get to the top without cheating, a cookie is automatically sent to your mailbox. Or is it? You'll never know unless you get to the top!

When you look up from the bottom or down from the top, the other end gets unrendered because of the back clipping plane, but it doesn't bother so much as the area is so small.

I was trying to make it so that when you reach the top, new spawns are activated there so you can jump down or whatever, but for some reason the spawns weren't allowed/disallowed properly even though I thought I used the exactly same method as in other conc maps... Well there's not much to see anyway.

However, I made a nice scoring system that shows in the Location field of your hud the level you are currently on. Every time you reach a level you haven't been at before, a sound is played, a message is shown, 1000 scores added and the level is set as your Record which is shown next to your current level in the location field. See the screenshots for how it looks.

That's pretty much it...

Screenshots (WARNING: You are about to see the ugliest FF map (I've) ever seen!):

ff_juggle_this0001.jpg The bottom.
ff_juggle_this0002.jpg Level 1 is reachable with one conc.
ff_juggle_this0003.jpg The top. Not that you'd ever see it in-game unless you cheat... or are insane.
ff_juggle_this0004.jpg View from the top to the bottom.
ff_juggle_this0005.jpg ...from the top to the bottom...
ff_juggle_this0006.jpg Ouch.

The map (source VMF included): ff_juggle_this.zip
Unzip to your FortressForever/maps/ folder.

See if you can beat my record! (It's 5 )

Last edited by A1win; 10-09-2007 at 11:50 PM.
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Old 10-09-2007, 11:30 PM   #2
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i made a nice little basic juggling map but nobody would tell me how to get constant resupply of concs...
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-------------------------------FF_Rock2(WIP)------------------------------
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Old 10-09-2007, 11:37 PM   #3
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You need a trigger_ff_script that is sized the whole map and place the resupply function in the allowed callback of the trigger. See my LUA and the VMF for details.

There are some other usefull stuff in the LUA aswell, including customized location system.

So if you're not downloading this for playing, it might still be worth checking out. No I'm not trying to get more downloads for this piece of crap, it'd just use my bandwidth anyway
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Old 10-09-2007, 11:46 PM   #4
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i tried it about 20 times and quit. the only thing that pisses me off with FF is the fact that you fall FASTER than your nades. i hate that shit. FF is still awesome though!!
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Old 10-10-2007, 12:21 AM   #5
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Yeah, terminal velocity is a bitch. Mass and all that physics crap.

Yeah, the map is pretty simple. It could use some stuff.

Would it hurt the map terribly to pretty things up a bit? How about lines, lights, and numbers on the wall to show the different levels? A few random pictures along the wall would be awesome, too. (I laughed when I saw Mulchy's face plastered in a dark corner of the cz2 command center.)
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Old 10-10-2007, 01:32 AM   #6
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Yeah, it was a really easy map :P

Here is another link to download it:
http://circusshack.com/infusions/pro...d.php?did=1475
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Old 10-10-2007, 01:59 AM   #7
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I get it done at the 3rd attempt ( http://rapidshare.com/files/61483855/1.dem.html ) the map its pretty simple, not ugly, good job.
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Old 10-10-2007, 02:08 AM   #8
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Hehe I obviously still suck at concing

Well the point of the map was to practice juggling, and I guess it's suitable for that. I don't think there's any point to make it more pretty or anything, it didn't take long to make it anyway and people won't play it for long. The most problematic part was the LUA but it was good practice and it can be re-used later for something.
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Old 10-10-2007, 02:46 AM   #9
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Quote:
Originally Posted by A1win
Hehe I obviously still suck at concing

Well the point of the map was to practice juggling, and I guess it's suitable for that. I don't think there's any point to make it more pretty or anything, it didn't take long to make it anyway and people won't play it for long. The most problematic part was the LUA but it was good practice and it can be re-used later for something.
Okay then, well, post the Lua for the other mappers to see? Maybe someone else can use it.

Also, it is Lua, not LUA. It is not an acronym, that is its proper name. It is the Portuguese word for moon*.


*All too appropriate
Halloween theming
on that picture. xD
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Old 10-10-2007, 03:21 AM   #10
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Yeah sure:
Code:
-- ff_juggle_this.lua

IncludeScript("base_teamplay");

function startup()
  -- Enable only Red team.
  SetPlayerLimit(Team.kBlue, -1)
  SetPlayerLimit(Team.kRed, 0)
  SetPlayerLimit(Team.kYellow, -1)
  SetPlayerLimit(Team.kGreen, -1)

  -- Enable only Scout and Medic.
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kSniper, -1 )
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kSoldier, -1 )
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kDemoman, -1 )
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kHwguy, -1 )
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kPyro, -1 )
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kSpy, -1 )
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kEngineer, -1 )
  local team = GetTeam( Team.kRed )
  team:SetClassLimit( Player.kCivilian, -1 )
  
end

function precache()
  PrecacheSound("misc.doop")
end

-- Disable conc effect.
function player_onconc( player_entity, concer_entity )
  return false
end


-- Fully resupplies the player.
function fullresupply( player )
  player:AddHealth( 100 )
  player:AddArmor( 300 )

  player:AddAmmo( Ammo.kNails, 400 )
  player:AddAmmo( Ammo.kShells, 400 )
  player:AddAmmo( Ammo.kRockets, -400 )
  player:AddAmmo( Ammo.kCells, -400 )
  
  player:AddAmmo( Ammo.kGren1, -4 )
  player:AddAmmo( Ammo.kGren2, 4 )
end

-- Keeps track of players record.
max_level = { }

-- Reset records - Doesn't work until version 1.1
--[[
function player_ondisconnect( player_entity )
  local player = CastToPlayer( player_entity )
  max_level[player:GetId()] = 0
end
]]

-- Fully resupplies the player on spawn.
function player_spawn( player_entity )
  local player = CastToPlayer( player_entity )
  fullresupply( player )
end

resupplyzone = trigger_ff_script:new({ })

-- Fully resupplies the players once every 0.1 seconds when they are inside the resupply zone.
function resupplyzone:allowed( allowed_entity )
  if IsPlayer( allowed_entity ) then
    local player = CastToPlayer( allowed_entity )
    fullresupply( player )
  end
  -- Return true to allow triggering the zone if needed.
  return true
end

-- Locations
location_info = trigger_ff_script:new({ })

function location_info:ontouch( touch_entity )

  if IsPlayer( touch_entity ) then
    local player = CastToPlayer( touch_entity )
    
    local level = self.level
    local color = Team.kUnassigned
    
    -- Set the value to 0 if it's still nil
    if max_level[player:GetId()] == nil then
      max_level[player:GetId()] = 0
    end
    
    if max_level[player:GetId()] < level then
      max_level[player:GetId()] = level
      -- Player has made some progress, play a sound, show a message and add some fortress points!
      BroadCastSoundToPlayer(player, "misc.doop")
      BroadCastMessageToPlayer(player, "New record: " .. level)
      player:AddFortPoints(1000, "Reaching level " .. level)
    end
    
    local maxlevel = max_level[player:GetId()]
    
    -- Display FINISHED! as max level if the player has reached the top and change the color to green
    if maxlevel == 30 then
      maxlevel = "FINISHED!"
      color = Team.kGreen
    end
    
    -- If FINISHED! was just enabled to the player and the player falls down before fully exiting the previous location trigger,
    -- the record is shown wrong for the time the player is inside the current location trigger... this happens because the location
    -- is only removed when the player exits the trigger brush (see location_info:onendtouch).
    -- I'm not quite sure how to fix this easily but it's visible only for a second or so, no big deal :P
    player:SetLocation(entity:GetId(), "Level: " .. level .. " Record: " .. maxlevel , color)
  end
end

function location_info:onendtouch( touch_entity )
  -- remove the location from the player
  if IsPlayer( touch_entity ) then
    local player = CastToPlayer( touch_entity )
    player:RemoveLocation(entity:GetId())
  end
end

location_0 =  location_info:new({ level = 0 })
location_1 =  location_info:new({ level = 1 })
location_2 =  location_info:new({ level = 2 })
location_3 =  location_info:new({ level = 3 })
location_4 =  location_info:new({ level = 4 })
location_5 =  location_info:new({ level = 5 })
location_6 =  location_info:new({ level = 6 })
location_7 =  location_info:new({ level = 7 })
location_8 =  location_info:new({ level = 8 })
location_9 =  location_info:new({ level = 9 })
location_10 = location_info:new({ level = 10 })
location_11 = location_info:new({ level = 11 })
location_12 = location_info:new({ level = 12 })
location_13 = location_info:new({ level = 13 })
location_14 = location_info:new({ level = 14 })
location_15 = location_info:new({ level = 15 })
location_16 = location_info:new({ level = 16 })
location_17 = location_info:new({ level = 17 })
location_18 = location_info:new({ level = 18 })
location_19 = location_info:new({ level = 19 })
location_20 = location_info:new({ level = 20 })
location_21 = location_info:new({ level = 21 })
location_22 = location_info:new({ level = 22 })
location_23 = location_info:new({ level = 23 })
location_24 = location_info:new({ level = 24 })
location_25 = location_info:new({ level = 25 })
location_26 = location_info:new({ level = 26 })
location_27 = location_info:new({ level = 27 })
location_28 = location_info:new({ level = 28 })
location_29 = location_info:new({ level = 29 })
location_30 = location_info:new({ level = 30 })
Quote:
Originally Posted by Ihmhi
Also, it is Lua, not LUA. It is not an acronym, that is its proper name. It is the Portuguese word for moon*.
Ok good to know, but it's also its file extension like VMF is so it gives the caps some justice in this case.

Err not in this case but somewhere else where I used it with that -.-
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Old 10-10-2007, 03:23 AM   #11
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hmm was even easier then juggleface map
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Old 10-10-2007, 04:31 AM   #12
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What happened to Nodnarb's concmaps? :<
I had me lots of fun RJing his Juggle map.
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Old 10-10-2007, 12:06 PM   #13
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Quote:
Originally Posted by Hawk Eye
What happened to Nodnarb's concmaps? :<
I had me lots of fun RJing his Juggle map.

Can't wait for quad sol, going to force me into making a quad map it is.

Edit: Forgot to say, great map, I've actually been using random juggle maps to get my FF timing a bit better, seems to be working well =)
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Old 10-11-2007, 07:53 PM   #14
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Are demos allowed in this?
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Old 10-11-2007, 08:03 PM   #15
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Quote:
Originally Posted by Hawk Eye
What happened to Nodnarb's concmaps? :<
I had me lots of fun RJing his Juggle map.
i heard from him the other day on another forum...he is VERY busy with school...he'll be back...school does come first...
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-------------------FF_Hollow_G(WIP)---------------------
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Old 10-12-2007, 09:53 PM   #16
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Quote:
Originally Posted by Hawk Eye
What happened to Nodnarb's concmaps? :<
I had me lots of fun RJing his Juggle map.
It won't take much to finish and I am waiting on the patch to release it so that the Lua will be fixed, but like what GambiT said, I am VERY busy and will be for about two weeks. I hope I can squeeze some time in to map, though.
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Old 10-13-2007, 05:10 PM   #17
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Its okay nod, I forgive you. <3
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