10-09-2007, 11:26 PM | #1 |
Nutcracker
|
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. |
|
10-09-2007, 11:30 PM | #2 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
|
i made a nice little basic juggling map but nobody would tell me how to get constant resupply of concs...
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
|
10-09-2007, 11:37 PM | #3 |
Nutcracker
|
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 |
|
10-09-2007, 11:46 PM | #4 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
|
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!!
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
|
10-10-2007, 12:21 AM | #5 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
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.)
__________________
Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
|
10-10-2007, 01:32 AM | #6 |
QUAD ROCKET
Server Owner
Fortress Forever Staff Join Date: Jul 2007
Class/Position: Soldier Gametype: Rocket Jumping Affiliations: -g1 ]qS[ -eC- :e0: [ESAD] Posts Rated Helpful 11 Times
|
Yeah, it was a really easy map :P
Here is another link to download it: http://circusshack.com/infusions/pro...d.php?did=1475 |
|
10-10-2007, 01:59 AM | #7 |
SHUT UP AND SWALLOW
Join Date: Sep 2007
Location: Argentina
Posts Rated Helpful 0 Times
|
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.
|
|
10-10-2007, 02:08 AM | #8 |
Nutcracker
|
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. |
|
10-10-2007, 02:46 AM | #9 | |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
Quote:
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
__________________
Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
|
|
10-10-2007, 03:21 AM | #10 | |
Nutcracker
|
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:
Err not in this case but somewhere else where I used it with that -.- |
|
|
10-10-2007, 03:23 AM | #11 |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
|
hmm was even easier then juggleface map
|
|
10-10-2007, 04:31 AM | #12 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
|
What happened to Nodnarb's concmaps? :<
I had me lots of fun RJing his Juggle map. |
|
10-10-2007, 12:06 PM | #13 | |
Quote:
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 =) |
||
|
10-11-2007, 07:53 PM | #14 |
FF Server Op / Beta Tester
|
Are demos allowed in this?
|
|
10-11-2007, 08:03 PM | #15 | |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
|
Quote:
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
|
|
10-12-2007, 09:53 PM | #16 | |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
|
Quote:
|
|
|
10-13-2007, 05:10 PM | #17 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
|
Its okay nod, I forgive you. <3
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|