Page 1 of 1
Melee Fort- with a RANDOM Chooser?
Posted: 18 Dec 2012, 09:31
by the asylum
For those that played that super-secret special early release of SD Melee Fort on the funServer a few weeks ago, I'm sorry. There's no way to sugar coat it; it sucked. It sucked in every possible way it is possible to suck. It was
awful, and I'm so, so sorry for having contributed to the mess of horrible maps on the funServer.
But I'm not going to take a tanto to my guts and commit seppuku. No, SD Melee Fort will happen. Why? Because I can. And because I can, I must.
Submitted for your approval: An early layout of the new SD Melee Fort:
The spawns will be the forts themeselves, adapted from RCTF Melee Fort. In place of the moat that's usually in the middle, it will have KOTH's middle section, minus the storehouse and boxcar boxing ring. The Australium will be located in the same fake train tunnels as the previous SD build, and everything else will be outdoors.
Suggestions? Requests?
Re: First off, an apology.
Posted: 18 Dec 2012, 09:39
by Beetle
I like your determination
Re: First off, an apology.
Posted: 18 Dec 2012, 09:44
by _Pipeline
You're pretty good at making sketches of things.

Re: First off, an apology.
Posted: 19 Dec 2012, 04:17
by Scrambles
Now if only you could buy peoples' respect with sketches...
Re: First off, an apology.
Posted: 31 Dec 2012, 06:41
by the asylum
How about a Hammer screenshot of a severely mangled ctf melee fort?
this'll take a looooooooong time to build around.
Re: First off, an apology.
Posted: 31 Dec 2012, 11:02
by Beetle
doesn't look mangled. use the carve tool
Re: First off, an apology.
Posted: 05 Jan 2013, 01:29
by the asylum
It looks mangled to me because I'm taking apart
my baby.
But anyway, those who played the original SD Melee Fort remember that tiny cramped platform. This is the new platform:
Thats right, rectangle boxing ring, what now bitches?
Re: Let's talk about SD Melee Fort
Posted: 23 Feb 2013, 10:14
by the asylum
Playtested this yesterday, and it was so good.
Things I'm thinking of doing inclulde making the lift move slower, and reducing the flag return time to ~10 seconds, maybe shorter.
Any other suggestions from those who tested it?
Re: Let's talk about SD Melee Fort
Posted: 24 Feb 2013, 02:00
by Scrambles
Isn't building enabled? I think that might be OP if people figure out that it's enabled, seeing how it's a melee only map
Re: Let's talk about SD Melee Fort
Posted: 24 Feb 2013, 11:45
by the asylum
Building is enabled. But there's also a logic_timer that sends a RemoveHealth output to obj_sentrygun set for -99999999 every 0.1 seconds. So every time an Engineer tries to pull out a Sentry kit it'll blow up.
Dispensers and teleporters are spared this fate, however. I figured I should do something to make the Engineer a valuable contributor to the team instead of just "HUERP HUERP IM AN EPIC ENGY FOR THE WIN HUERP"
demo:
http://www.youtube.com/watch?v=NZP_R2LXrrA
Re: Let's talk about SD Melee Fort
Posted: 24 Feb 2013, 03:32
by Scrambles
Neat. So then put up a poster or something in spawn that says that engies can be useful too, cuz nobody picked up on that during the playtest
Re: Let's talk about SD Melee Fort
Posted: 24 Feb 2013, 06:55
by the asylum
This'll give them a real good idea then, I think
Re: Let's talk about SD Melee Fort
Posted: 24 Feb 2013, 11:09
by Scrambles
Yes. And on another note, yes.
Re: Let's talk about SD Melee Fort
Posted: 28 Mar 2013, 04:23
by TragicRhapsody
keep at it, we need people in the thing to do the things to get more people and uh... you know
Re: Let's talk about SD Melee Fort
Posted: 30 Mar 2013, 05:04
by the asylum
... yes?
Anyway now, with SD finalized, let's talk about hopefully the last of the Melee Fort family, MVM Melee Fort!
The concept I'm going with is, since the human players are all on RED and the bots are all BLU, I'll have the carrier sitting on top of the crushed remains of BLU's fort, whereupon the bots will spill over the roof and onto the ground to get making with the melee.
Also, in keeping up with the "Figure 8" pattern established in valve's MVM maps, it's necessary to have RED's base partially collapsed too. The grey areas in the drawing represent no-access areas or boundaries in general. Since bot AI and water usually don't mix that well, the moat is all dried up, with a ramp at the end being the only way out of the trench.
Obviously this is all very rough work here, but I think this is the design that makes the most sense.
Re: Melee Fort- with a RANDOM Chooser?
Posted: 28 Dec 2013, 11:42
by the asylum
https://www.youtube.com/watch?v=DBo13lBbHdI
because im getting tired of arena melee fort all the damn time
Re: Melee Fort- with a RANDOM Chooser?
Posted: 29 Dec 2013, 12:43
by _Pipeline
I actually kind of like that mechanism.