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Give Me Input for the Next melee_cube!

Discuss maps and model creation and ideas.

What should be changed for melee_cube_b5?

Larger Center Room
1
11%
Larger Water Area
3
33%
Remove Moving Platforms
0
No votes
Add More Moving Platforms!
1
11%
Add Stationary Platforms
1
11%
More Healthkits
1
11%
Fewer Healthkits
0
No votes
Make Something Blow Up In A Huge, Firey Explosion!
2
22%
Nothing! Everything about the map is perfect! (seriously don't click this.)
0
No votes
SOMETHING ELSE!!! (please tell me!)
0
No votes
 
Total votes: 9

OldManJenkins
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Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

Most or all of you have hopefully played the map melee_cube by now (yes, I made that, feel free to punch me in the face). And I know that people have been complaining about some things, such as that it's too small, or boring, or whatever. I would really like to know exactly what I should add/change for the next version of the map, b5. It helps me ridiculously to have input like this, so check as many boxes as you can! :awesome:
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the asylum
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Re: Give Me Input for the Next melee_cube!

Unread post by the asylum »

better scenery instead of just a bare skybox
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Egonny
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Re: Give Me Input for the Next melee_cube!

Unread post by Egonny »

How about you fix the infinite overheal glitch?

Nevermind, the funserver still has b4, so that isn't yet fixed.
Anyway, it could be a little bigger and have some more stuff.
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

Alright, here's the deal:
b5 is on the forums (viewtopic.php?f=38&t=27712), but hasn't been updated yet since Captain is lazy about updating the funserver. The only way I got b4 to go on was by asking him in an overly-whiny fashion, and I'm not doing that again. If you can, pressure him to do it, but don't tell him I put you up to it. ;)

The main change in b5 is making the entire map much bigger, and therefore more fun, according to "some certain people".

I actually do have the version after that (b6) semi-ready, but I'm waiting for either Captain to update to b5 (so I can get more input), or Valve to release the Polycount Update (so I can implement fixes for those weapons). Whichever comes first. (Tinfoil hats, anyone?)

The main change in b6 is adding many, many details, such as cliffs on the sides of the map, and a nifty 3D skybox, allowing some sort of suspension of disbelief, considering the fact that the map is a floating cube of water.


tl;dr: Waiting for Captain to update to b5, then we'll see. :)
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Re: Give Me Input for the Next melee_cube!

Unread post by Beetle »

just send him a msg on steam. the worst he will say is "ill do it later"
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

Beetle wrote:just send him a msg on steam. the worst he will say is "ill do it later"
But being whiny is completely against my morals, and...

Aw screw it, I don't have morals.
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Re: Give Me Input for the Next melee_cube!

Unread post by Beetle »

its not whiny
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the asylum
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Re: Give Me Input for the Next melee_cube!

Unread post by the asylum »

Has the infinite overheal glitch been fixed in B5?
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

It's not perfect, but it's a temporary fix. If it doesn't work, and I haven't found a better way, I'll just remove medics entirely from the next version.
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Egonny
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Re: Give Me Input for the Next melee_cube!

Unread post by Egonny »

OldManJenkins wrote:It's not perfect, but it's a temporary fix. If it doesn't work, and I haven't found a better way, I'll just remove medics entirely from the next version.
Don't remove medics entirely, I love going medic on melee maps!

The method you use right now is ok too (although circumventable I think), but, in case you need to know, this tutorial shows you the best way to strip all the weapons.

Also, add a button for admins only that remove all the water :awesome:
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

Egonny wrote: Don't remove medics entirely, I love going medic on melee maps!

The method you use right now is ok too (although circumventable I think), but, in case you need to know, this tutorial shows you the best way to strip all the weapons.

Also, add a button for admins only that remove all the water :awesome:
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Re: Give Me Input for the Next melee_cube!

Unread post by spleenter »

The method you use right now is ok too (although circumventable I think), but, in case you need to know, this tutorial shows you the best way to strip all the weapons.

Also, add a button for admins only that remove all the water :awesome:
maybe also an invisible floor outside the cube so people dont have to fight in the water.

the method is circumventable and is very easy to do. in fact i do it just so people rtv off the map

it isn't your map that bad, ok maybe it is but come on its a melee map. add guns and its fine.
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Egonny
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Re: Give Me Input for the Next melee_cube!

Unread post by Egonny »

spleenter wrote:the method is circumventable and is very easy to do. in fact i do it just so people rtv off the map
Tell me how, I have yet to see someone cheat on melee_checkers (which uses this method too).
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

spleenter wrote:
The method you use right now is ok too (although circumventable I think), but, in case you need to know, this tutorial shows you the best way to strip all the weapons.

Also, add a button for admins only that remove all the water :awesome:
maybe also an invisible floor outside the cube so people dont have to fight in the water.

the method is circumventable and is very easy to do. in fact i do it just so people rtv off the map

it isn't your map that bad, ok maybe it is but come on its a melee map. add guns and its fine.
There's a few problems with your suggestions:

I think there's already enough "dry" space in the map (inside the middle room), and an invisible platform wouldn't make any sense, because you wouldn't be able to tell where it ends. It would be no fun to make it go all the way to the edges of the map, because half the fun of the map is seeing people fall out of the bottom.

I have actually never seen someone circumvent the method I am currently using to strip weapons (It's the same method that chambers and checkers use). You may be thinking of the extremely easily circumventable method that bash uses, or a method I used in an earlier now-obsolete version of the map.

I can't add guns, because it's a melee map :roll:, the movable area of the map is much too small for people to be using guns, and many if not all of the guns don't even work underwater. It would totally break the entire purpose of the map.

And FYI, there aren't actually that many melee maps. They're just severely over-played, and half the people who nominate melee maps are trying to troll everyone.
Not saying that melee maps are bad in any way, but it's just a common misconception, strengthened by some idiot who nominates bash or chambers every freaking round.

Sorry for the GIANT FLAMING WALL OF TEXT; I'm just explaining why your suggestions wouldn't work.

And btw, Egonny, there IS a secret *cough*adminabuse*cough* button coming up in the next version. I'm not telling you where it is, or what it does. Also, has anyone activated the secret ending in b5 by capturing the middle point? The next version decreases the point activation time, making it easier and more likely for someone to cap it.
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Re: Give Me Input for the Next melee_cube!

Unread post by Egonny »

OldManJenkins wrote:And btw, Egonny, there IS a secret *cough*adminabuse*cough* button coming up in the next version. I'm not telling you where it is, or what it does.
Then I must find it! :clint:

I was planning to do the same in checkers (a panel which allowed admins to flood the entire map, give everybody their weapons back, kill everybody,...) but I didn't implement it because I think admins can abuse enough already ;) .

If you need any help on any aspect of the map, just ask me, ok?
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

Thanks for your support. B6 is actually 99% done, the only thing I'm having trouble with is finding a water texture that has better visibility. I've gone through all the textures, and screwed around with texture properties, but I can't seem to find a way to increase the visible distance while underwater.
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Re: Give Me Input for the Next melee_cube!

Unread post by spleenter »

suicide as a medic, then when you respawn in setup you will have your medigun again.
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

spleenter wrote:suicide as a medic, then when you respawn in setup you will have your medigun again.
That version is a temporary fix for the overheal glitch. Read: temporary.
Upcoming b6 has a version that actually works. WOOHOO!
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Re: Give Me Input for the Next melee_cube!

Unread post by spleenter »

oh, and to clarify what i meant earlier about having an invisible floor, maybe somewhere under the water you have an invisible floor with a hurt trigger on it. so people who dont want to fight underwater can have a small(VERY small) area to go to. to prevent people just standing on it to make it last longer. and i always like it when people actually disable the medigun. unlike the fool who made chambers.
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

Sorry, it's just too fun seeing people fall through the bottom of the cube to their deaths. ;)
Thanks for the suggestion, though.
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Re: Give Me Input for the Next melee_cube!

Unread post by Egonny »

spleenter wrote:suicide as a medic, then when you respawn in setup you will have your medigun again.
Doesn't work in checkers nor melee_cube_b5.
There is a way to circumvent b5, although I won't say it here.
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Re: Give Me Input for the Next melee_cube!

Unread post by spleenter »

Egonny wrote:
spleenter wrote:suicide as a medic, then when you respawn in setup you will have your medigun again.
Doesn't work in checkers nor melee_cube_b5.
There is a way to circumvent b5, although I won't say it here.
if its possible in b5 then its also possible in melee checkers v5, you said yourself that they use the same system.
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

spleenter wrote:if its possible in b5 then its also possible in melee checkers v5, you said yourself that they use the same system.
B5 and checkers use the same process for stripping projectile weapons, but not for fixing the overheal glitch. They're two different processes, you see.
I believe checkers uses a method of stripping the medigun that actually works, and will be included in b6.
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Re: Give Me Input for the Next melee_cube!

Unread post by the asylum »

This is what every Melee Fort uses post-a1:

logic_auto

OnMapSpawn
relay_1
FireUser1

logic_relay (relay_1)

OnUser1
tf_weapon_medigun
Kill

OnUser1
relay_2
FireUser2

logic_relay (relay_2)

OnUser2
relay_1
FireUser1
0.5

This creates an infinite output loop that kills tf_weapon_medigun every 0.5 seconds throughout the entire playtime, so it's impossible to switch to the medigun and start healing anyone before it's stripped.
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Re: Give Me Input for the Next melee_cube!

Unread post by LaN »

I know this is off topic but, Will anyone fix melee_bash?

It has great potential
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Re: Give Me Input for the Next melee_cube!

Unread post by the asylum »

LaN wrote:I know this is off topic but, Will anyone fix melee_bash?

It has great potential
I can fix it easily with one keystroke.

The delete key.
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Re: Give Me Input for the Next melee_cube!

Unread post by OldManJenkins »

the asylum wrote:This is what every Melee Fort uses post-a1:

logic_auto

OnMapSpawn
relay_1
FireUser1

logic_relay (relay_1)

OnUser1
tf_weapon_medigun
Kill

OnUser1
relay_2
FireUser2

logic_relay (relay_2)

OnUser2
relay_1
FireUser1
0.5

This creates an infinite output loop that kills tf_weapon_medigun every 0.5 seconds throughout the entire playtime, so it's impossible to switch to the medigun and start healing anyone before it's stripped.
This is the process that (unreleased) b6 uses.
LaN wrote:I know this is off topic but, Will anyone fix melee_bash?

It has great potential
God, I totally agree. I'm not sure who originally made that, but assuming they won't get ticked off at me, I'll try and decompile melee_bash and fix it up.
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