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calculatedChaos Gaming • xxx_melee_fort_a4 [on server]
Page 1 of 1

xxx_melee_fort_a4 [on server]

Posted: 01 Jul 2010, 02:27
by the asylum
New and improved over the old, shitty, sv_cheat using meleefort maps, it's the less-shitty melee_fort maps! Guaranteed not to suck total donkey balls like Melee Checkers or Melee Bash! or your money back!

http://taotd.250free.com/melee_fort/melee_forts_a2.rar
^^ now broken. Here's the fixed arena version: http://forums.tf2maps.net/downloads.php?do=file&id=3792

Q: What the fuck melee fort?

A: Melee Fort is five maps in one rar, each of a different gametype; arena_melee_fort, cp_melee_fort, ctf_melee_fort, dm_melee_fort, and koth_melee_fort. Who says funmaps can't look like "real" maps?

Q: How the fuck melee fort?

A: Strips all ballistic weapons using the not-broken-anymore Kill inputs. It also strips the Sandman, and Chargin' Targe

Q: Who the fuck melee fort?

A: Me.

Q: Why the fuck melee fort?

A: Because Melee Checkers/Bash and pretty much every other melee map out there completley fucking sucks

ARENA MODE FEATURES
- It's a short and compact map, so there's little room to run away and avoid other players.
- Also comes with- SURPRISE! AN ACTUAL CONTROL POINT! So the map will actually, y'know, END ONCE AND AWHILE.

CONTROL POINT MODE FEATURES
- Fully-fledged 5-point linear CP map, with forwards spawns and shit and everything
- Also has the fucking awesomest middle control point you will ever see. EVER.

CAPTURE THE FLAG MODE FEATURES
- Flag-stealers must take a winding scenic route to get the intel back to their base, providing ample chances for the victimized team to defend it.
- The cage around the flag's resting place also prevents cheap scout rushes
- Don't want the map to end after 3 caps? Want no cap limit like those perpetual 2fort deathmatch servers? Just Noclip yourself, and fly into the big box between the big NO LIMIT letters. You can't miss it.

DEATHMATCH MODE FEATURES
- tf_gamerules arbitrarily conforms to whatever the server timelimit cvar is set to. So an mp_timelimit 20 will end the map after 20 minutes of purposeless violence. mp_timelimit 0 will never let the carnage end.

KING OF THE HILL MODE FEATURES
- The awesomeness of cp_melee_fort's middle CP is featured

VERSION-WIDE FEATURES
- Oh look, there's a locked shed in tour base with all of your weapons in it. I bet you'd like to get them back, wouldn't you? WELL FUCK YOU, YOU HAVE TO EARN THEM FIRST, NUMBNUTS. Win the round and the shed will open for you and your teammates for an extra-humiliating humiliation round.

MELEE FORT, fffffFFFFFFFFFFUUUUUUUUUUUCK YEAH

Re: Melee Fort(s)

Posted: 01 Jul 2010, 12:51
by PhrozenFlame
You kinda forgot the verbs in those questions.

Re: Melee Fort(s)

Posted: 03 Jul 2010, 04:57
by FlaminSarge
This is awesome. I vote this replaces meleebarn and meleecheckers and meleewhateverelsewehave and arena_chamber.
I mean, it's a set of five maps that are all melee, but aren't bugged (afaik)
Better than the current state of cheaty-meleefort vs meleecheckers overhealbug :cry:

Re: Melee Fort(s)

Posted: 03 Jul 2010, 06:24
by the asylum

Re: Melee Fort(s)

Posted: 09 Jul 2010, 08:42
by the asylum
UPDATE TIME YAY

The Engineer update has broken the maps; it won't strip the Frontier Justice. So here's a quick fix for the Arena version: http://forums.tf2maps.net/downloads.php?do=file&id=3792

Re: Melee Fort(s) <--- now broken, see inside for details

Posted: 19 Jul 2010, 04:47
by captainAngry
Thank you for doing this. I will add all these tomorrow morning.

well, if they are all broken except for arena I will just add that one...

koth_melee_fort_a4

Posted: 27 Aug 2010, 10:43
by the asylum
NEW AND EXCITING

It's brand-new Melee Fort, King of the Hill style! Now fully compatible with the Engineer Update.

http://taotd.250free.com/tf/koth_melee_fort_a3.bsp

Changes from A2:

- Frontier Justice is stripped
- Skybox is prettied up some more
- Everything in general is better clipped and optimized

cp_melee_fort_a4

Posted: 28 Aug 2010, 05:03
by the asylum
http://taotd.250free.com/tf/cp_melee_fort_a3.bsp

So yeah, the CP version of Melee Fort is done and ready to go

Changes from A2:
- Engineer Update compatible
- Everything is better clipped
- Issue with the first forward spawns not properly stripping weapons fixed

dm_melee_fort_a4

Posted: 19 Sep 2010, 02:29
by the asylum
Better late than ever I suppose, it's Melee Fort A3. Deathmatch style!

http://www.fpsbanana.com/maps/145327

Please to being put on sever okay

Re: arena_melee_fort_a3 [on server]

Posted: 29 Sep 2010, 10:58
by the asylum
MAJOR FIX!!

http://www.fpsbanana.com/maps/144921

I was planning on holding off on fixing the numerous issues plaguing arena_melee_fort_a3 with a4 to be released along with the Polycount update, but.... well, who the fuck knows when that's coming out.

A3a fixes Sniper's SMG not being stripped, and useless Scouts jumping outside of the map are history too

Re: arena_melee_fort_a3 [on server]

Posted: 30 Sep 2010, 07:06
by captainAngry
Updated

Re: arena_melee_fort_a3a [on server]

Posted: 30 Sep 2010, 01:51
by the asylum
And of course the Polycount update comes out the very next day.

>:(

Re: arena_melee_fort_a3a [on server]

Posted: 30 Sep 2010, 06:43
by LaN
I laughed so hard

Re: arena_melee_fort_a3a [on server]

Posted: 01 Oct 2010, 12:14
by FlaminSarge
Same thing happened to randomizer.... fffffff...

Re: dm_melee_fort_a4

Posted: 03 Oct 2010, 04:48
by the asylum
http://www.fpsbanana.com/maps/146286

Fix for the Polycount update

CHANGES:

- Fixed the Chain texture
- Reskinned RED's ground and did away with the farm props. Their facade is supposed to be Cliff's Rocks, not Happy Farmers
- Added individual walkout themes for RED and BLU's stage spawns
- Added a few spawnpoints inside the mock-respawn rooms in the enemy base
- Added lighting to places that really needed it
- Added a few more observer points

ctf_melee_fort_a4

Posted: 03 Oct 2010, 06:26
by the asylum
http://www.fpsbanana.com/maps/146297

Updated for the polycount update

CHANGES

- Intel now rests flat when dropped
- People weren't getting the idea that you can't take the intel into your resupply areas. This new overlay should fix that
- New chains for BLU's ring ropes, to better fit their theme
- New wooden cage for RED's ring, to better fit their theme
- Walkout music and titantron for the team's stage spawns
- Fully compatible with the mannconomy/polycount update

Re: cp_melee_fort_a4

Posted: 03 Oct 2010, 08:49
by the asylum
http://www.fpsbanana.com/maps/146300

This fixes the long respawns

Re: koth_melee_fort_a3 [on server]

Posted: 03 Oct 2010, 08:56
by the asylum
A4

http://www.fpsbanana.com/maps/146303

Changes:

- Cap time is shortened, so things will be more back-and-forth
- The weapons shed not opening after an overtime is fixed this time, I swear

Re: arena_melee_fort_a3a [on server]

Posted: 03 Oct 2010, 09:42
by the asylum
Update time

http://www.fpsbanana.com/maps/146305

CHANGES from a3

- Scouts jumping out of the map are fixed
- Since few people obviously can't read, and go "herp where come i has no bat derp" when the round starts, a nice new visual aide is in place.
- SMG glitch is fixed too