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Mana

Custom Map Suggestions?

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mana your a god for making non tf2 owners be able to play on your server...

but that 2fort one is the only one ><

Im not complaining but can you get a server with all other maps on it pleeeaaaase?? It'll be full just like 2forts

omg

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Are you on a demo or share program?

Orange X rocks.

I had an idea for a DM custom map but you quit on that and I am no good with the 3 demendional system in the SDK.

Converting into TF2 classes...

Out4Blood4 AND Mana's MARATHON MAP (put a bunch of cool letters in name)

Two paths run parralel with an impassible wall between(EVEN by UBERED 8 bomb demos)

There are sections for each class to run through, with a capture point at the end, once captured a person spawns as the designated class over another impassible wall.

(Mana, I'm sure you can rig up some special section selector system and camera system like the colo mode in DM)

One section has a sniper spawn and they need to shoot a target that keeps comeing in and out of sight due to a bunch of rotating gears withonly a few holes to shoot through. Shooting the target will open a door to the next capture point.

Next section has a scout spawn and he has to go through a door system.(There is a door system in one of the might and magic games where in one door there is a room and the other leads on to another set of doors wich eventually leads to the capture point.

-+-+-~-+

---|----|

---+---~

------|

------~

~ is the path to the end

+ is a room with usually a trap in it

Mana could you make a system to either make the door system portals that randomize weither they are good or bad each map change?

The doctor needs to shoot his needles over a wall to destroy a destructible block that is unacessible form his location, and when destroyed will drop a ramp so that he can clibm over the wall and take the capture point.

The spy has no weapons(NO KNIFE) and like 50 HP. He spawns into whatever section the other group is on and needs to cloak his way across thier section;

^-------------*--|--* ---------------^

^ is where the spy spawns

* is the spy's capture point

at each end is a team boundry so there wont be any camping and the spy can capture in peace

I am thinking of more, at the end is a massive wall that both teams have access to, they spawn as heavies(BUT ONLY WHEN THEY FINISH EVERYTHING ELSE) and need to shoot the wall down, the spawns are protected and the heavies can kill eachother. The goal of the final leg is to destroy the wall and cap the point. Just for fun; there can be a target the heavy can shoot to drop a bunch of tiny sections of wall on the wall spot(rebuilding the wall) the HP of the sections are not collective so you will damage the sections not a whole wall. The alternitive choice is another target that drops rocks all over the map and hurts people.

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Any support for legs of the marathon would be helpful.

Have

Scout

Spy

Heavy

Sniper

Medic

Soldier

Demo

Pyro

Engineer

OK this is an edit/update.

The Soldier will have to rocket jump(like any skyscraper map).

The Demo will fall down an endless pit that resets itself(Mana, thats your telaport from DM physics map), and needs to drop sticky bombs onto platforms while he is falling and detonate them all at the same time (a good demo should get it right on the first fall). When he detonates the targets the telaport at the end changes to take him to his capture point.

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Sorry for late post I didn't read this post until now...

I love the idea of a customized obstacle course! I think it would be kinda cool if we had a Lotus clan course that tested your basic (or we can have 2 versions and the 2nd version would test your advanced) knowledge of each class...

Here's what I think the course should test per class, for each class I put in advanced and basic examples.

Spy;

-Basic: A sentry in the middle of the room guarded by an engineer (one of us would play the engineer) the sentry is placed in the middle of the room (so he cant defend his backside). Spy has to sap and kill the engineer.

-Advanced: A heavy weapons guy is in the middle of the room (give him limited ammo this way he can't spray for no reason), the heavy is aware that a spy is coming. Spy's job is to cloak and time his uncloaking and backstab perfectly before beeing shot down by the heavy.

Scout;

-Basic: their is a bridge made up of a small tight rope that goes across the room, bellow the rope is a long death pit, above the rope their is a roof that limits the scout's ability to jump. The rope has 2 90 degree turns. The point is to manage to get to the other side of the rope/bridge in the least amount of time.

-Advanced: The room is a large open space, on one side you have a 2fort battlement style area where their will be 1 heavy, 1 sniper and 1 pyro. The scout starts at the other side of the battlement. He has to double jump his way to the battlement with out falling or dying. Between the battlements and the scout's starting point are several levelers that he has to jump over and navigate while surviving the 3 enemies trying to kill him. The map will be split in 3 categories, A beeing the closest to the scout's starting point, B beeing the middle of the map and C beeing the 3rd of the map closest to the battlements. At the end of each level their will be a health bar (heals say 20 health). As soon as the Scout enters Zone A the sniper is allowed to shoot him down. Zone B is the heavies turn to try to kill the scout, Zone C is the Pyro's.

Sniper;

-Basic: 2fort battlement like setting, on one side is our chalenger on the other side 5 snipers (or maybe 4 is better...). The goal of this chalenge is to kill all 5 snipers with nothing but headshots. This is a time based chalenge. The 5 snipers are allowed to shoot back but they are not allowed to hide behind walls, they are however allowed cover for as long as their heads are visible to some part of the chalenger's battlements. If the chalenger dies he has to wait his spawn time, respawn and get back into it, if the 5 snipers are killed by anything but a headshot they are allowed to return to the battlements after they spawn. This chalenge doesn't end until the chalenger has headshoted all 5 opposing snipers.

-Advanced: 2fort setting, this is a time based chalenge. Their are 2 sentries in the courtyard with 2 engineers and 4 teleporters to block the stairs up the ramp. The engineers are not allowed dispensors and are not allowed to reload their metal/ammo. The goal for the chalenger is to get the intelligence and return it as quickly as possible. He must kill both engineers, both sentry guns and all 4 teleporters before he is allowed to go get the intelligence. The Engineers are not allowed rebuilding their sentry guns but they are allowed to repair their sentry guns (as long as they have metal remaining) they are also allowed to attack the sniper at any point of the map. Once one engineer dies he is not allowed returning. Each engineer is allowed to reload their ammo and metal once and only after they've set up their lv 3 sentries and built their 4 teleporters (in other words they will have 200 metal to repair their sentries when the chalenge starts). They are however allowed to reload their metal via your dead body...

Soldier:

-Basic: The course will be a cave like setting (or fortress like setting). The soldier will have to rocket jump up and through a window as wide as 3 soldiers side by side. Once the 1st window has been cleared their will be a health pack (he can refill his health at 100% before proceeding) the second wall will have a window as wide as 2 soldiers side by side and again once he's made it through their will be a health pack. Finally the 3rd wall will have a window the size of a soldier to go through with no extra space to manouver. The Soldier is allowed 5 tries (5 lives) but every time he dies he has to restart with the first window.

-Advanced: Soldiers are known as the gladiators of TF and is only fitting that we test his ability to survive in our gladiator arena. The setting is a coloseum style arena, a wide, open, circular area. The soldier starts in the middle of the arena and will have to fight (one after an other) each class of TF. Inside the arena their will be a +10 health bar (respawns every 30 seconds or so) and a +10 ammo bar (also respawns every 30 seconds). The rotation of enemies that the chalenger will have to survive with out dying once is as follows: Soldier, Pyro, Sniper, Engineer(he is allowed, if he choses, to place sentries inside the arena but not outside), Spy (he is allowed to enter cloaked), Medic, Demoman & finally scout. The gladiators (which means not the chalenger) are also allowed to pick up the health and ammo bars. Their will be anywhere between 10 to 20 seconds between each gladiator entering the arena.

Demoman;

-Basic: Same as Soldier's basic chalenge.

-Advanced: Defend the intel. The setting will be any medium to large room with several entrances (2 to 4) accessing the room. Trying to get into the room and leave it with your intel will be 1 scout and 1 spy. Your goal will be to survive a time limit with out losing the intel a single time. Losing the intel means the scout or the spy taking your intel and leaving the room with it. The spy is allowed to try to kill you by any means he wishes, but the scout isn't allowed to use anything other then his baseball bat.

Engineer;

-Basic: Same as Demoman's advanced chalenge, with 2 exceptions. 1st the enemy scout is allowed to use any weapon and 2nd the engineer will be allowed 60 seconds before the chalenge starts to set up a defense. It is worth noting that in the room their will have a large respawnable ammo bar.

-Advanced: 2fort courtyard setting. The engineer will be given 60 seconds to set up his defense (which has to be focused in the courtyard). The goal will be to try to stop 3 spies from getting your intel and leaving with it. They are allowed to cloak past your defenses and enter straight into the intel room, but they are not allowed leaving your intel room from the spiral, they have to enter and exit from the courtyard. The chalenge ends when the scouts successfully cap the intel, (the engineer is allowed to chase after the spy all the way to their cap room after the intel has been taken). This is a time based chalenge, their is no time limit but the longer you last the better your score will be.

Medic;

-Basic: The setting will be a large room divided in half by a transparant wall (a window of some kind). The chalenger will start on one side of the wall and on the other side will be a sentry gun. The goal will be to destroy the sentry gun as fast as possible (it will be timed). The twist is that in the room with you will be a spy trying to backstab you (he isn't allowed using anything other then cloak and knife). He will be respawnable (10-20 second respawn time).

-Advanced: Gauntlet setting, with you will be a pyro, he will do as you command him to and nothing more (you can be as specific or vague in your commands, for example of a vague command: Enter the room and kill everything in sight, ordering him that will mean he will enter the room and do AS BEST HE CAN as you asked). Their will be a long room and 2 smaller rooms connected to the large room. The chalenger and his pyro start in one room and the goal is to make it into the other room. In the long room their will be 4 sentries setup, the room will be set up so that each sentry covers one part of the room where the medic needs to navigate through (it won't be a straight run, it will include twists, jumps and turns) and get to the other side. Any strategy the medic wishes to addapt is allowed with the exception of the medic using his needlegun. Their will be an engineer in the long room and he can do nothing else other then repair the sentries (or refill them with ammo) he will also be allowed 1 dispensor which he will place at a designated place. The chalenger will be allowed to kill the engineer by any means other then using the needlegun.

Heavy Weapons;

-Basic: Same as engineer's basic chalenge with the exception of the 60 second setup time.

-Advanced: The chalenge is set in a very long rectangular room, the chalenger will start on one side of the room and on the other side will be 3 scouts. Behind the chalenger will be three doors, the goal of this chalenge will be to stop any of the 3 scouts from entering one of the doors (if killed in the doorway his dead body will indicate if he made it or not, if a single part of his body is in the slightest inside the door he succeeded and the chalenge is over). Under the feet of the chalenger will be a large ammo bar which will respawn every 20-30 seconds, the chalenger is allowed to move around but he is not allowed moving towards the scout's starting point.

Pyro;

-Basic: Well's final CP room setting. This is a large room with many places to hide behind and manouver through. In this room will be a spy, he is not allowed trying to kill you but is mandated to try to evade you at any cost (with the exception of leaving that room, they are allowed going on the balkonies, but they are not allowed entering any doorway to exit the room). The chalenger's job will be to track down the spy and kill him. This is a time based chalenge, the faster you kill the spy the better your score.

-Advanced: Coliseum setting (same as soldier), the chalenger starts in the middle of the arena, when the chalenge starts 5 spies will enter the arena, the spies are allowed to try to kill the chalenger via knife only. The goal of this chalenge is to kill all 5 spies with out dying and it will be timed.

Well that's what I can come up with, but I think this is a great idea, we can keep records and give insentives to our members by having them hold the record for a particular chalenge. It also helps us test potential recruits of their skills with each class. This can also be set to give "ranks" to our members, someone who has mastered 3 classes could be ranked 'infantry', mastered 4 classes will be ranked 'Soldier', 5 classes will be ranked 'Liutenant', 6 = 'Captain', 7 = 'Special Ops', 8 = 'Lt. General' & 9 = 'General'. Ofcourse we could have customed ranking systems instead of using army ranking system (which I obviously don't know much about lol)... Well 1st question here is "Is this possible Mana?" and the 2nd question is "what do you guys think?"

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"-Advanced: The room is a large open space, on one side you have a 2fort battlement style area where their will be 1 heavy, 1 sniper and 1 pyro. The scout starts at the other side of the battlement. He has to double jump his way to the battlement with out falling or dying. Between the battlements and the scout's starting point are several levelers that he has to jump over and navigate while surviving the 3 enemies trying to kill him. The map will be split in 3 categories, A beeing the closest to the scout's starting point, B beeing the middle of the map and C beeing the 3rd of the map closest to the battlements. At the end of each level their will be a health bar (heals say 20 health). As soon as the Scout enters Zone A the sniper is allowed to shoot him down. Zone B is the heavies turn to try to kill the scout, Zone C is the Pyro's." If the server was runing fast, I would own the scout with a headshot before he knew it(given space so he cant PB me). The pyro can have a ledge so he can see him. The heavy should have a room with a window so he cant shoot him(unless we enforce rules).

I like your idea, as kind of runing the gauntlet. Good ideas. My idea is more of a competitive team race. Yours is(in my opinion) is better suited to find a persons strengths and weaknesses and to be a challenge. I like both XD

For the sniper I think it would be better(in my opion again) to have two sections to each. One a stationary target challenge and the other a moveing target. I LOVE moveing targets, I can hit them better than stationary targets. I think a good stationary would be a sniper(or more) and the moveing would be a laden(carrying a box) engineer who has to build somthing. The second lvl stationary would be a heavy who has to stand still in the middle of a pillar room and cannot keep the gun warmed up. The lvl 2 moveing would be a scout(jumping optional). The moveing portions should be both across and toards the shooter.

Also at the end, Sniper who can hit anyrthing= Rambo(code for special ops) which means me(yes I am gloating).

I really like this idea. Like I said, I originally wanted to make a marathon map for DM but NOBODY WOULD HELP ME and nobody would give me clear directions on fow to make the SDK DM compatible.

I really appreciate your input. Can you think of any (one person orentated) sections for my marathon map? I really have no clue what to do for Pyro.

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Most of your suggestions can already be done on existing maps. Making a whole new big map just for practices like that would take a long amount of time as I'd still want the map to be playable normally by anyone. Which would need some imaginative balancing and what not.

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Yes, the test map(Bane's ideas) would work on just about any map. My suggestions for a marathon MAP is for a MAP. I need help because;

1. I have no skills with Hammer at the moment.

2. I thought it would be nice to chare this idea.

and 3. It is too large a project to do myself.

Bane's ideas for skill testing might be nice for finding strengths and weakness, or just humiliating your friends by stoping them from wining. BUT it is based on a trust system, which a good clan should have. That means no cheating. Also, determination is also a factor; some people may want to go easy on a person while other times they may try as hard as they can to stop the person, the variation is unfair and should be guided or controled.

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