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calculatedChaos Gaming • Melee_checkers_v5 [on server]
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Melee_checkers_v5 [on server]

Posted: 12 Jul 2010, 11:19
by Egonny
I guess everybody knows the melee_checkers map, but it's extremely outdated and the melee system can get circumvented easily. Well, not anymore with the fixed version!

I've remade the melee system so that your weapons only disappear when the round starts (not the 5 seconds before the round starts), and made an invisible wall that disappears when the round starts (making pre-round shooting impossible.)
Items that aren't harmful are allowed (Sandvich, Dalokoh's Bar, Crit-a-Cola and Bonk! Energy Drink.)

If there are more requests for some edits to the map, post them here.

Credit goes ,of course, to the original maker of this map (whose name I don't know >.<)
Download

Changelog:
v5
  • Changed time for cp to activate from 5 minutes to 1
  • Banned the Charging Targe, SMG (woops), and the new non-melee weapons (if someone knows how to ban the Powerjack, CONTACT ME)
  • Changed the skybox
  • Added cubemaps
  • Made the fall area bigger
v4
  • Added a control point
  • Removed the big medikit in the middle, put 4 small medikits at the corners instead
  • Updated the melee system for the new Engineer update
  • Added jumppads
  • Added map description

Re: Melee_checkers_v3_fixed

Posted: 12 Jul 2010, 12:08
by num yummy
Awesome. That will fix a bunch of the problems with that map.

Re: Melee_checkers_v3_fixed

Posted: 12 Jul 2010, 02:42
by LaN
Make the pillars small and you got a 10/10

Re: Melee_checkers_v3_fixed

Posted: 12 Jul 2010, 04:04
by Egonny
LaN wrote:Make the pillars small and you got a 10/10
Done, and I added a small healthkit to each of them.

Re: Melee_checkers_v3_fixed

Posted: 12 Jul 2010, 05:07
by LaN
I don't mean to be picky, but stairs leading to the pillar would be great for goomba stomping. But short pillars are also great

Re: Melee_checkers_v3_fixed

Posted: 12 Jul 2010, 06:20
by num yummy
Egonny wrote:
LaN wrote:Make the pillars small and you got a 10/10
Done, and I added a small healthkit to each of them.
Perfect.

Re: Melee_checkers_v3_fixed

Posted: 12 Jul 2010, 09:02
by the asylum
How about a way to end the map if you're the last player (say, a Heavy), and the only other player, a Scout, is doing nothing but running away.

Such as a control point.

Re: Melee_checkers_v3_fixed

Posted: 13 Jul 2010, 06:30
by Egonny
the asylum wrote:How about a way to end the map if you're the last player (say, a Heavy), and the only other player, a Scout, is doing nothing but running away.

Such as a control point.
I can't detect that there are 2 players left, but I can add a control point that is only cappable after 5 minutes (added it to the first post.)

@Lan: I'll make a version with stairs, although I don't think it's such a good idea.

Re: Melee_checkers_v3_fixed

Posted: 13 Jul 2010, 07:49
by spleenter
Is there a way to eliminate the medi gun and kritz to prevent the always annoying permaheal

Re: Melee_checkers_v3_fixed

Posted: 13 Jul 2010, 09:47
by LaN
Egonny wrote:
the asylum wrote:How about a way to end the map if you're the last player (say, a Heavy), and the only other player, a Scout, is doing nothing but running away.

Such as a control point.
I can't detect that there are 2 players left, but I can add a control point that is only cappable after 5 minutes (added it to the first post.)

@Lan: I'll make a version with stairs, although I don't think it's such a good idea.
Nah you don't have to add stairs. Just remove mediguns/krits and you are Perfect

Re: Melee_checkers_v3_fixed

Posted: 14 Jul 2010, 03:06
by Egonny
Mkay, removed the infinite overheal glitch.
Should people still be able to build dispensers or not?

Re: Melee_checkers_v3_fixed

Posted: 14 Jul 2010, 03:31
by spleenter
I don't see problems with dispensers just no sentries or teles that suicide engis can use to grief their team

in the current version an engineer can build on the very bottom of the map if he times the drop right, ive seen both dispensers and tele exits. Both very annoying.

Re: Melee_checkers_v3_fixed

Posted: 14 Jul 2010, 03:33
by CaliforniaBear
You have my respect and love. You have perfected my goomba stomp palace <3 :woop:

Perhaps a bear on one of the pillars. That would be my only request. Then you'd have my inifinate love and respect 8-)


SOMETHING USEFUL TO ADD: Considering how it's checkers... Perhaps Checker pieces covering some of the gaps? or have them as like jump pads. Or jump pads? Goomba stomp would greatly enhance :D

Re: Melee_checkers_v3_fixed

Posted: 14 Jul 2010, 03:44
by spleenter
CaliforniaBear wrote: Then you'd have my inifinate love and respect 8-)

So now its between You, Lan, Broslaughter, and Egonny?

Re: Melee_checkers_v3_fixed

Posted: 14 Jul 2010, 03:46
by CaliforniaBear
Uh. More like replacing LaN. :D Lol jkay. No, They have different portions of my heart. :D


Anyways. Let's get these on the server ASAP <3

Re: Melee_checkers_v3_fixed

Posted: 14 Jul 2010, 04:25
by Egonny
CaliforniaBear wrote:Or jump pads? Goomba stomp would greatly enhance :D
Great idea, I'll try to fill some of the gaps with jump pads ^^.

Re: Melee_checkers_v4 [Fixed by myself]

Posted: 14 Jul 2010, 09:45
by Egonny
Done, I think I added everything needed to make this a better map.

Re: Melee_checkers_v4 [Fixed by myself]

Posted: 14 Jul 2010, 10:16
by num yummy
Awesome. I'll test out the map when I get home from work today.

Re: Melee_checkers_v4 [Fixed by myself]

Posted: 14 Jul 2010, 01:56
by LaN
Image
Image
Image

I love it. :applause:

Re: Melee_checkers_v4 [Fixed by myself]

Posted: 14 Jul 2010, 02:23
by FlaminSarge
This is awesome. NO MORE CSAY BINDS FOR THE RULES AGAINST THE STUFF YOU FIXED! YAAAAAAY!

Re: Melee_checkers_v4 [Fixed by myself]

Posted: 14 Jul 2010, 07:05
by CaliforniaBear
Hm... You get Pleased/Pleased. You have pleased me when I am sober. You are quite the star. :D

Re: Melee_checkers_v4 [Fixed by myself]

Posted: 14 Jul 2010, 09:42
by LaN
CaliforniaBear wrote:Hm... You get Pleased/Pleased. You have pleased me when I am sober. You are quite the star. :D
By that logic im 3 stars

Re: Melee_checkers_v4 [Fixed by myself]

Posted: 14 Jul 2010, 10:10
by spleenter
Is there anyway that you could push back this map until after the polycount update, otherwise the map wont strip those guns and we'd be back at square one.

Re: Melee_checkers_v4 [on server]

Posted: 19 Jul 2010, 10:57
by gtgsatellite
I wish you could change the hideous skybox to another one that doesn't have the light blue at the bottom (like the arena_lumberyard skybox) and add cubemaps so it doesn't have the pink & black reflections.

Re: Melee_checkers_v4 [on server]

Posted: 23 Jul 2010, 01:25
by FlaminSarge
I found a meleemode plugin thats VERY recent, I'll send it to captain to put it on this map.
http://forums.alliedmods.net/showthread.php?p=1241921

Re: Melee_checkers_v4 [on server]

Posted: 21 Aug 2010, 01:39
by Egonny
A new version is coming up, with some fixes (graphical and gameplay), but I'm waiting for the Polycount update to release it.

Re: Melee_checkers_v4 [on server]

Posted: 22 Aug 2010, 03:04
by John Failman
gtgsatellite wrote:I wish you could change the hideous skybox to another one that doesn't have the light blue at the bottom (like the arena_lumberyard skybox) and add cubemaps so it doesn't have the pink & black reflections.
Dude...

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........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...')
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............\..............(

Brofist.

Re: Melee_checkers_v4 [on server]

Posted: 26 Aug 2010, 02:27
by the asylum
Egonny wrote:A new version is coming up, with some fixes (graphical and gameplay), but I'm waiting for the Polycount update to release it.
Please tell me you will have a control point that will activate sometime during the round this time, so we don't spend hours hunting runaway scouts or Camp n' Dagger spies

Re: Melee_checkers_v4 [on server]

Posted: 28 Aug 2010, 07:57
by Egonny
the asylum wrote:
Egonny wrote:A new version is coming up, with some fixes (graphical and gameplay), but I'm waiting for the Polycount update to release it.
Please tell me you will have a control point that will activate sometime during the round this time, so we don't spend hours hunting runaway scouts or Camp n' Dagger spies
Yea, letting it wait 5 minutes to active wasn't my best idea.

Re: Melee_checkers_v4 [on server]

Posted: 03 Oct 2010, 12:10
by Egonny
The new v5 is out, is fixed for the Polycount update and has some graphical updates. Enjoy!