melee_checkers_ancient_v10
Posted: 01 Mar 2011, 11:02
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