melee_checkers_ancient_v10
- gtgsatellite
- Posts: 19
- Joined: 14 May 2010, 05:22
- Steam ID: STEAM_0:1:24351134
melee_checkers_ancient_v10
My first attempt at hammer, a simpler, more symmetrical version of the well known melee checkers.
If you're going to play checkers all the time, at least play on a less buggy and updated one!
Background: Thousands of years ago in Egypt, two kings would compete in a game called checkers, instead of using plastic discs they used real people on a gigantic checkered battlefield over a pit of spikes. The first one to claim the oasis in the middle becomes the champion.
Fast forward to the present time the souls of the Egyptians demanded a final round of checkers, so they summoned 9 of the best warriors in the world to their dimension to compete in checkers for the very last time...
Changes from the original melee checkers:
-Changed alot of textures
-Added new skybox
-Moved all entities (spawns, health pills, etc.) into the center of their blocks
-Players now burst into flames when falling off the map, the heat below is really hot!
-Made the map a little smaller to make it symmetrical
-Lowered the cap point for easier reach and less clumsy deaths
-Removed the support beams under the map, kinda pointless when the map is floating in the sky
-Added team colors to each teams spawn blocks
-lengthened the bottom skybox
-Added spectator camera, no more looking under the map!
Changes from V2:
-Added flat collisions on the floors for easy movement, jumping is a breeze!
Changes from V3:
-Brought back the jump pads! After 30 seconds of playtime, the pads activate.
Changes from V4:
-The Medic's crossbow is no longer useable, hooray!
-Added a sound indicator for when the jump pads activate
-Added soundscapes
-lowered the jump pad message for less distraction
Changes from V5:
-Tweaked the trigger_hurt, players now use their critical death sound when touching it
-Widened the trigger_hurt to also hurt players below it if for some ungodly reason someone went passed the trigger_hurt and lived
-Widened the before-round invisible wall to stop soldiers and demos from rocket jumping closer to the other teams starting blocks
-Tweaked the disabled weapons list to now remove useless weapons like the sapper or wrangler
Changes from V6:
-added more spectator cameras on each side of the map
-moved the spectator cameras to show more of the map
Changes from V7:
-reduced the capture point time
Changes from V8:
-Tweaked the preround wall
-added sounds for the jump pads
Changes from V9:
-Repositioned the info_player_starts
-added NAVs and NPC clips for the HHH (I have no idea if it'll work, I don't know how to spawn him)
Changes from V10:
-forgot to add cubemaps
-tweaked the NPC clips
Egonny made the map, I only edited it. He gave me permission to do so.
Download: http://filesmelt.com/dl/melee_checkers_ancient_v10.bsp
VMF: http://filesmelt.com/dl/melee_checkers_ancient_v10.vmf
Materials needed: http://user1.zhost.tk/textures/149/flowsky09.zip
If you're going to play checkers all the time, at least play on a less buggy and updated one!
Background: Thousands of years ago in Egypt, two kings would compete in a game called checkers, instead of using plastic discs they used real people on a gigantic checkered battlefield over a pit of spikes. The first one to claim the oasis in the middle becomes the champion.
Fast forward to the present time the souls of the Egyptians demanded a final round of checkers, so they summoned 9 of the best warriors in the world to their dimension to compete in checkers for the very last time...
Changes from the original melee checkers:
-Changed alot of textures
-Added new skybox
-Moved all entities (spawns, health pills, etc.) into the center of their blocks
-Players now burst into flames when falling off the map, the heat below is really hot!
-Made the map a little smaller to make it symmetrical
-Lowered the cap point for easier reach and less clumsy deaths
-Removed the support beams under the map, kinda pointless when the map is floating in the sky
-Added team colors to each teams spawn blocks
-lengthened the bottom skybox
-Added spectator camera, no more looking under the map!
Changes from V2:
-Added flat collisions on the floors for easy movement, jumping is a breeze!
Changes from V3:
-Brought back the jump pads! After 30 seconds of playtime, the pads activate.
Changes from V4:
-The Medic's crossbow is no longer useable, hooray!
-Added a sound indicator for when the jump pads activate
-Added soundscapes
-lowered the jump pad message for less distraction
Changes from V5:
-Tweaked the trigger_hurt, players now use their critical death sound when touching it
-Widened the trigger_hurt to also hurt players below it if for some ungodly reason someone went passed the trigger_hurt and lived
-Widened the before-round invisible wall to stop soldiers and demos from rocket jumping closer to the other teams starting blocks
-Tweaked the disabled weapons list to now remove useless weapons like the sapper or wrangler
Changes from V6:
-added more spectator cameras on each side of the map
-moved the spectator cameras to show more of the map
Changes from V7:
-reduced the capture point time
Changes from V8:
-Tweaked the preround wall
-added sounds for the jump pads
Changes from V9:
-Repositioned the info_player_starts
-added NAVs and NPC clips for the HHH (I have no idea if it'll work, I don't know how to spawn him)
Changes from V10:
-forgot to add cubemaps
-tweaked the NPC clips
Egonny made the map, I only edited it. He gave me permission to do so.
Download: http://filesmelt.com/dl/melee_checkers_ancient_v10.bsp
VMF: http://filesmelt.com/dl/melee_checkers_ancient_v10.vmf
Materials needed: http://user1.zhost.tk/textures/149/flowsky09.zip
Last edited by gtgsatellite on 30 Apr 2011, 04:08, edited 16 times in total.
- Beetle
- •cC• Member
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- Joined: 28 Dec 2008, 01:33
- Steam ID: STEAM_0:1:2945765
- Location: North Carolina
Re: melee_checkers_ancient_v1
heh. funny. this map could have a billion different themes.
i have to ask egonny one thing though. did you intentionally make it easy to get caught on the sides of the checkerboard squares while jumping? If not I think it would be a lot less irritating to just player clip them to be the same level as their individual borders.
Take what I say with a grain of salt though, because i don't play the map often.
i have to ask egonny one thing though. did you intentionally make it easy to get caught on the sides of the checkerboard squares while jumping? If not I think it would be a lot less irritating to just player clip them to be the same level as their individual borders.
Take what I say with a grain of salt though, because i don't play the map often.
Click Here to go to my Mapping Blog.
- Egonny
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Re: melee_checkers_ancient_v1
It is purely made to irritate people .Beetle wrote:heh. funny. this map could have a billion different themes.
i have to ask egonny one thing though. did you intentionally make it easy to get caught on the sides of the checkerboard squares while jumping? If not I think it would be a lot less irritating to just player clip them to be the same level as their individual borders.
Take what I say with a grain of salt though, because i don't play the map often.
- Beetle
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Re: melee_checkers_ancient_v1
ok, just checking.Egonny wrote:It is purely made to irritate people .Beetle wrote:heh. funny. this map could have a billion different themes.
i have to ask egonny one thing though. did you intentionally make it easy to get caught on the sides of the checkerboard squares while jumping? If not I think it would be a lot less irritating to just player clip them to be the same level as their individual borders.
Take what I say with a grain of salt though, because i don't play the map often.
Click Here to go to my Mapping Blog.
- spleenter
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Re: melee_checkers_ancient_v1
no jump pads?
Think of me what you will, I don't give a crap what you think about me. Nor will i change to please you.
- gtgsatellite
- Posts: 19
- Joined: 14 May 2010, 05:22
- Steam ID: STEAM_0:1:24351134
Re: melee_checkers_ancient_v2 *UPDATE*
I wanted it to have more emphasis on "Melee" but If I get enough requests I'll bring back the jump pads.spleenter wrote:no jump pads?
- Beetle
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Re: melee_checkers_ancient_v2 *UPDATE*
CC should have a melee checkers map-making competition...after ccdorm of course.
Click Here to go to my Mapping Blog.
- Egonny
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- Location: Belgium
Re: melee_checkers_ancient_v2 *UPDATE*
Yes, because 10 melee_checkers maps are exactly what the funserver needs.Beetle wrote:CC should have a melee checkers map-making competition...after ccdorm of course.
- Beetle
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Re: melee_checkers_ancient_v2 *UPDATE*
yes, because hundreds of versions of the same artpass map are what TF2 needs...o waitEgonny wrote:Yes, because 10 melee_checkers maps are exactly what the funserver needs.Beetle wrote:CC should have a melee checkers map-making competition...after ccdorm of course.
Click Here to go to my Mapping Blog.
- the asylum
- Posts: 186
- Joined: 10 May 2010, 03:39
- Steam ID: STEAM_0:0:17799965
Re: melee_checkers_ancient_v3
You're okay with people mucking around with your map Egonny?
In that case, I'll see what I can do with it.
In that case, I'll see what I can do with it.
- PhrozenFlame
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Re: melee_checkers_ancient_v3
I just realized.
You posted this in customMaps map submission.
This probably isn't going on the mainserver.
You posted this in customMaps map submission.
This probably isn't going on the mainserver.
Life is whatever.
- Beetle
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Re: melee_checkers_ancient_v3
You realized that, but you forgot to realize funserver=custom maps server.PhrozenFlame wrote:I just realized.
You posted this in customMaps map submission.
This probably isn't going on the mainserver.
Click Here to go to my Mapping Blog.
Re: melee_checkers_ancient_v3
I wouldn't say it's egonny's map. He just updated it the most.the asylum wrote:You're okay with people mucking around with your map Egonny?
In that case, I'll see what I can do with it.
My memory could be sketchy because I think I suggested this map.
again, sketchy.
- FlaminSarge
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Re: melee_checkers_ancient_v3
How bout a meleecheckers where you can only use the ant jar?
TF2Backpack
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
- gtgsatellite
- Posts: 19
- Joined: 14 May 2010, 05:22
- Steam ID: STEAM_0:1:24351134
Re: melee_checkers_ancient_v4 *UPDATE*
If anyone was wondering about my almost-week long disappearance, My account got disabled because some asshole tried to hijack my account but I got it back now, hopefully this won't happen again.
Cheers.
Cheers.
- Beetle
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Re: melee_checkers_ancient_v4 *UPDATE*
gtgsatellite wrote:If anyone was wondering about my almost-week long disappearance, My account got disabled because I clicked a link I shouldn't have, hopefully this won't happen again.
Cheers.
Click Here to go to my Mapping Blog.