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Melee Fort A16

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the asylum
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Melee Fort A16

Unread post by the asylum »

Well this update came as a surprise.

Never fear, Asylum is ever vigilant, as he is currently unemployed and has nothing better to do. Just in time for CRITSmas, it's Melee Fort, A5!

http://www.fpsbanana.com/maps/151667

ctf_melee_fort_a5 has undergone a radical facelift. If only there were a way to replace the intel with presents....
Last edited by the asylum on 29 Jun 2014, 06:03, edited 19 times in total.
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Egonny
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Re: Melee Fort(s) A5

Unread post by Egonny »

I still find a ctf melee map a bad idea, as soon as a scout gets the intel and runs, you lose.
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Re: Melee Fort(s) A5

Unread post by the asylum »

Shitshitshitshitshit

ctf, cp, and dm_melee_fort_a5 is broken. Use a5a instead: http://www.fpsbanana.com/maps/151667
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Re: Melee Fort(s) A5 *BIG FIX!!*

Unread post by captainAngry »

Added these maps. Removed CTF version all together.

-Captain
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the asylum
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Re: Melee Fort(s) A5 *BIG FIX!!*

Unread post by the asylum »

captainAngry wrote:Removed CTF version all together.

-Captain
oooooooooohh

I don't suppose there's a way to make you reconsider?

ETA: They're not appearing on the maplist :(
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Re: Melee Fort(s) A5 *BIG FIX!!*

Unread post by the asylum »

So while I've been expanding the 'Forts, I thought to myself, why not let the community in on it? Just for cC, I've finished up the new build of CTF Melee Fort A6, renamed it A5b, and giving it to you guys ahead of the next weapon update.

This features the expanded hallways, in response to Egonny's grievances.

http://www.megaupload.com/?d=62077SFS

You may commence feeling special in 3... 2... 1...
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Re: Melee Fort(s) A5 *Super Awesome Fun Bonus just for cC!*

Unread post by the asylum »

So I'm just gonna say, "fuck it," and release the A6 builds.

CHANGES FROM A5

General Changes:
- Thanks to the Ullapool Caber, I've had to re-tweak the playerclip brushes. No more hanging around underneath the map, above the map, and in other places where you generally shouldn't be.
- Sandman more like Unbannedman. Stun ball's still out of the picture though.
- Added a detour and additional side-spawn exit in the fort's long hallway for versions that support the side-spawn
- The boxcar/scaffold makeshift fighting ring now has bridges to the balconies
- Added full ammopacks in the spawnrooms along with the full medkits, so Spies don't have to change classes and back again for their cloaks to recharge.
- Added the support trusses from DM Melee Fort's rings to CP and CTF Melee Forts, and added a Nodraw to accompany them so you won't go skidding under the ring when killed outside.
- func_detail'd some things that I really should have a long time ago
- Modified the strippers to be a little more efficient. Not like there was a problem before, but vigilance breeds perfection.
- Fixed the flamethrower model in the resupply sheds not showing up

CTF Changes:
- Made the route for the intel-stealer longer
- I really don't know how the nobuild brush disappeared. It's back now, though.
- Prettied up the cage and snow a little
- Titantrons and theme music now trigger when the intel is capped. It's still Life in the Fast Lane feat. Demoman and Eminence Front feat. Heavy from RED and BLU respectively.

CP Changes:
- Rotated the combat rings inside the team courtyards 90 degrees. Now it's easier to get in and get at it.
- Observer points for dead players will work like they're supposed to now.
- New Titantron videos and theme music! Have a Drink on Me feat. Medic and Faries Wear Boots feat. Scout are RED and BLU's new themes respectively.

DM Changes:
- A different set of Titantron videos and theme music. I Stole Your Love feat. Soldier and Achilles' Last Stand feat. Pyro for RED and BLU respectively.
- Added a Nobuild brush to the skybox. Some server admins who shall remain anonymous took a liking to noclipping themselves into it and building lots of teleporters, bringing everyone's framerate down. You want to fly into the skybox and dick around in there, fine. Just don't be an asshole about it.

KOTH Changes:
- Moved another set of weapons sheds inside the warehouse, closer to the main entrances and spawnrooms.

Duel Changes:
- Added a nobuild brush. I am ashamed
- Also fixed the team-specific healthkit issue. What the hell was I thinking?

Arena Changes:
- nothing foo' its perfect.

NEW GAME MODE! (sort of)
- Melee Fort Chooser A6. It's like those vote maps you see once and awhile. You "vote" on any Melee Fort A6 map except Duel

DL: http://www.megaupload.com/?d=EDEYNBJ0

will upload to Gamebanana once its uploader stops being gay
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Re: Melee Fort A7- No more easy mode for you

Unread post by the asylum »

http://www.gamebanana.com/maps/154965

A7.

enjoy.

CHANGES FROM A6

GENERAL CHANGES
- Improved some playerclip brushes, vphysics brushes, and model collision issues
- Removed the Sandman being banned message in some versions
- Resupply lockers! No more quick-switching classes anymore! Hooray!
- Stripped the Half-Zatoichi. No easy mode for you. Except for DUEL Melee Fort, as it's supposed to be a 1-on-1 anyway.

Arena Changes
- Re-introduced the visual warning of a stripped melee weapon- the Half-Zatoichi. Go out with it equipped, and you'll be goin' Civvy.

CP Changes
- Updated BLU's base not getting the same cosmetic changes in the hallway as the other gametypes
- Cap times adjusted. The last and second-to-last points take a bit longer to cap now, and the mid cap is quicker
- Fixed a minor anomaly with the weapon stripper. If you didn't notice it before, all the better.

CTF Changes
- The barbed wire around the tops of the cages now deal damage, due to them being accessable with the Ullapool Caber. It IS barbed wire after all, and you really shouldn't be up there in the first place.
- Some spawnpoints in RED's side spawn were not spawning players. They are now.

DUEL Changes
- Removed the healthkits. Added resupply lockers inside the traincar spawns in their stead.
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Re: Melee Fort A7- No more easy mode for you [Put on server

Unread post by the asylum »

For the moment, it doesn't look like there's any updates with melee-breaking weapons in the near future. Does my heart good.

Lets get this on the server and play the shit out of it
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Re: Melee Fort A7- No more easy mode for you [Put on server

Unread post by Egonny »

Thank you for removing the Half-Zatoishi, maybe the Pyro's Rift axe too?
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Re: Melee Fort A7- No more easy mode for you [Put on server

Unread post by the asylum »

the rift axe shares entity names with the default fire axe, so I can't strip that without stripping all the Pyro's melee weaps
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Re: Melee Fort A7- No more easy mode for you [Put on server

Unread post by Beetle »

i find it to be weak anyway
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Re: Melee Fort A7- No more easy mode for you [Put on server

Unread post by the asylum »

update time

http://www.gamebanana.com/maps/157392

CHANGES FROM A7

GENERAL CHANGES
- Targe is stripped. Again.
- Tweaked the stripper system again. Any hiccups you may have experienced with it should now be resolved.
- Uber Update compatible.
- Fixed a spawnroom exploit.

VERSION SPECIFIC CHANGES

CP
- Lengthened the cap time for the final points just a bit

DUEL
- We now run on Medieval Mode

CHOOSER
- No longer forces the server to disable respawn times.
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Re: Melee Fort A8 [DONT Put on server pls]

Unread post by the asylum »

God.

Fucking.

Dammit.

The current A8 builds won't be stripping the new Soldier weaps. Valve breaks Melee Fort within a month yet again.

Valve, why do you hate Melee Fort so?
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Re: Melee Fort A8 [DONT Put on server pls]

Unread post by John Failman »

the asylum wrote:God.

Fucking.

Dammit.

The current A8 builds won't be stripping the new Soldier weaps. Valve breaks Melee Fort within a month yet again.

Valve, why do you hate Melee Fort so?
Valve.

Y U SO TROLLY?
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Re: Melee Fort A8 [DONT Put on server pls]

Unread post by the asylum »

I swear valve hates Melee Fort. That's the only logical conclusion I can come up with.

A9 is up and fully compatible with the awful new soldier weaps

http://www.gamebanana.com/maps/158324

enjoy
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by FlaminSarge »

asylum, if you can, have the map run a servercommand for "melee 1" on the Round starts, and have it do "melee 0" on round end.
That way updates won't break as much.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by spleenter »

FlaminSarge wrote:asylum, if you can, have the map run a servercommand for "melee 1" on the Round starts, and have it do "melee 0" on round end.
That way updates won't break as much.
i used the melee plugin when the server goes to that map. the server crashes as soon as i enable it. everytime.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by FlaminSarge »

What the hell? That can't be right.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by spleenter »

FlaminSarge wrote:What the hell? That can't be right.
try it yourself. only one it doesnt crash on is arena.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by Beetle »

The easiest way to confirm it, Spleenter, is the ask yourself one question. Did Flaminsarge make the plugin?
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by the asylum »

That's why I don't want to rely on plugins for anything. Yes, it would be awfully convenient, but you can't play shit if the server crashes.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by Beetle »

the asylum wrote:That's why I don't want to rely on plugins for anything. Yes, it would be awfully convenient, but you can't play shit if the server crashes.
I feel the same way, especially if I want more than one server to play it. That is also why I don't make melee maps. They break with every update so if I want my maps to be played forever I have to constantly be updating it and its never finished.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by FlaminSarge »

I don't know if I was supposed to, but I put a9 up.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by the asylum »

Image
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by the asylum »

Big surprise, Valve broke Melee Fort yet again in not even a month since the last time they broke it.

Just stop giving weapons unique entity names, Valve! It's not that hard, is it?

But anyway, big announcement time.

PLR Melee Fort. Oh, it's totally happening.
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Re: Melee Fort A9 [Put on server pls ok]

Unread post by the asylum »

http://www.gamebanana.com/maps/162130

a10, featuring PLR Melee Fort

yes, PLR Melee Fort.
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Re: Melee Fort A10- Now with Payload Race!

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Re: Melee Fort A11- Now with Reverse Capture the Flag!

Unread post by the asylum »

http://gamebanana.com/tf2/maps/167654

A11a, now with no crippling exploits!
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Re: Melee Fort A11a- No more 1,000,000 HP for you, Mr. Scout

Unread post by spleenter »

... another one?
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