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New Maps - Dodgeball and Prophunt

Discussion in 'Team Fortress 2' started by khadgar, Aug 10, 2010.

  1. Anonymous

    Anonymous Guest

    Ok, so it works now (turns out it wasn't the map but the name of the .cfg) and after playing a few rounds props always won.

    Now this could be because people don't know the map yet or because of the very short round time, I'm guessing a bit of both (round times were really short) therefore I updated the .cfg so if an admin would be so kind as to upload it I think it might actually be a decent little map (initial feedback was that people liked it, time will tell if they still think so after playing some more :p )


    Anyhow link to the config:

    <a class="postlink" href="http://dl.dropbox.com/u/2028950/ph_chapel.cfg" onclick="window.open(this.href);return false;">http://dl.dropbox.com/u/2028950/ph_chapel.cfg</a>
     
  2. khadgar

    khadgar Registered

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    He did and gave it to me.
    Will look into that, adjust where needed.

    Putted both of his maps on the Prophunt.
    We had a little issue with the maps not working but I figured out what the problem was and resolved it.
     
  3. Anonymous

    Anonymous Guest

    Quick update (mainly for Khadgar but another admin is welcome to update it of course)

    Believe I finished ph_target for now.


    Done:

    Added some more props to the 'back' area (should be more feasible to hide there as a prop now).
    Outside area is as finished as I'll make it (added some props to make it visually more attractive).
    Added a few planks up high (yay, more dark spots to hide, as if this map didn't have enough already :D ).
    the (not so) secret door opens a bit faster now (could be a bit faster still but it's alright for now I think).
    .cfg updated with offset for the bomb prop (needs some testing/fine-tuning to verify, (which I can't do on my own)).


    Didn't make any changes with possible game breaking consequences in regards to the previous version (which is already on the server) so it should work 'out of the box' but if anyone updates it please make sure I didn't somehow break the blu spawn on accident.


    All in all after a quick run through last night with Khadgar and a few random pubs I liked the feel of the map and I'm looking forward to see how it plays with some more people on it.

    Hope you all like it.



    (I take no credit at all for creating ph_target, I merely edited tr_target so it's suitable for use in prophunt)
     
  4. khadgar

    khadgar Registered

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    I liked it :)

    Uploading the updated version to the Prophunt server now.
    Will add it to the mapcycle as well now.

    On to the next :lol:
     
  5. Anonymous

    Anonymous Guest

    Quick update after a little bit of playtesting:

    Noticed a few minor problems (skybox texture clipping through a wall).
    Will make a few minor adjustments to make acces to certain areas easier for pyros.
    Will add a few more additional props still (so scouts will blend in a bit better).
    And after some playtesting the bomb model will probably be removed.

    Expect a (hopefully) final version sometime this week.
     
  6. Anonymous

    Anonymous Guest

    Updated Target to RC2

    Should be a pretty final version unless someone finds something worth fixing.

    Fixed the skybox clipping through some walls.
    Added more props so scouts won't stand out as much.
    Edited the .cfg file as well, a bit shorter round time (to help the props) and removed several props from the list.

    Hopefully it'll all work fine since I'll be out of town for the weekend pretty much.


    Download links for your pleasure:

    http://dl.dropbox.com/u/2028950/ph_target_rc2.bsp
    http://dl.dropbox.com/u/2028950/ph_target.cfg
     
  7. khadgar

    khadgar Registered

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    Its on the server and has been play tested. Looks fine.