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calculatedChaos Gaming • melee_checkers_ancient_v10
Page 1 of 1

melee_checkers_ancient_v10

Posted: 01 Mar 2011, 11:02
by gtgsatellite
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...

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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

Re: melee_checkers_ancient_v1

Posted: 01 Mar 2011, 12:17
by Beetle
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.

Re: melee_checkers_ancient_v1

Posted: 01 Mar 2011, 01:16
by Egonny
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.
It is purely made to irritate people :awesome: .

Re: melee_checkers_ancient_v1

Posted: 01 Mar 2011, 03:45
by Beetle
Egonny wrote:
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.
It is purely made to irritate people :awesome: .
ok, just checking.

Re: melee_checkers_ancient_v1

Posted: 02 Mar 2011, 12:26
by spleenter
no jump pads?

Re: melee_checkers_ancient_v2 *UPDATE*

Posted: 02 Mar 2011, 06:03
by gtgsatellite
spleenter wrote:no jump pads?
I wanted it to have more emphasis on "Melee" but If I get enough requests I'll bring back the jump pads.

Re: melee_checkers_ancient_v2 *UPDATE*

Posted: 02 Mar 2011, 12:09
by Beetle
CC should have a melee checkers map-making competition...after ccdorm of course.

Re: melee_checkers_ancient_v2 *UPDATE*

Posted: 02 Mar 2011, 12:32
by Egonny
Beetle wrote:CC should have a melee checkers map-making competition...after ccdorm of course.
Yes, because 10 melee_checkers maps are exactly what the funserver needs.

Re: melee_checkers_ancient_v2 *UPDATE*

Posted: 02 Mar 2011, 03:08
by Beetle
Egonny wrote:
Beetle wrote:CC should have a melee checkers map-making competition...after ccdorm of course.
Yes, because 10 melee_checkers maps are exactly what the funserver needs.
yes, because hundreds of versions of the same artpass map are what TF2 needs...o wait

Re: melee_checkers_ancient_v3

Posted: 02 Mar 2011, 08:31
by the asylum
You're okay with people mucking around with your map Egonny?

In that case, I'll see what I can do with it.

Re: melee_checkers_ancient_v3

Posted: 03 Mar 2011, 12:55
by PhrozenFlame
I just realized.

You posted this in customMaps map submission.

This probably isn't going on the mainserver.

Re: melee_checkers_ancient_v3

Posted: 03 Mar 2011, 06:51
by Beetle
PhrozenFlame wrote:I just realized.

You posted this in customMaps map submission.

This probably isn't going on the mainserver.
You realized that, but you forgot to realize funserver=custom maps server.

Re: melee_checkers_ancient_v3

Posted: 03 Mar 2011, 05:35
by LaN
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.
I wouldn't say it's egonny's map. He just updated it the most.

My memory could be sketchy because I think I suggested this map.

again, sketchy.

Re: melee_checkers_ancient_v3

Posted: 04 Mar 2011, 05:16
by FlaminSarge
How bout a meleecheckers where you can only use the ant jar?

Re: melee_checkers_ancient_v4 *UPDATE*

Posted: 10 Mar 2011, 05:43
by gtgsatellite
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.

Re: melee_checkers_ancient_v4 *UPDATE*

Posted: 14 Mar 2011, 12:59
by Beetle
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.