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Melee Fort 



Map Version: Alpha 
Released: 02-13-2010 
Last Update: 03-30-2013 
The Asylum
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Default Melee Fort

NOT SO NEW BUT POSSIBLY EXCITING! Melee Fort!

"But Asylum," you may say, "Didn't you already make a series of shitty maps named Meleefort before?"

Yes, back when I was a mere Hammerture. Now that I know what I'm doing (and kill inputs doesn't crash the game), I figured I may as well do a map about melees in forts right. Finally.

Now that's not to say that it's going to be an exact carbon-copy of all the (prefix)_meleefort_b5's. No, I'm starting right from scratch. I spent so much time unsuccessfully building Meleefort around sv_cheats that, now that I no longer have to rely on them since kill inputs no longer crash the game, I made such a huge fucking mess that I had no idea where to even begin wading through the wall of entities I made.

Of course, that's not to say that it's going to be entirely new, either. Behold, the crown jewel of cp_meleefort, reborn!

[img] [/img]

I may just pretty this little box-map up and ship it as duel_meleefort too

Progress will be most def. posted.

-=Some versions currently use a chain model built by Acumen=-


Changelog

CHANGES FROM A12

GENERAL CHANGES
- New gametype (officially) added: SD Melee Fort! Now with 102% less suck!
- NEW new gametype! CP_3Melee_Fort_Event! 3 Points with a spooooooooky halloween theme!
- The Chooser returns! Get ready for the Heavy Bag Hunt!
- Removed the Nobuild brush for all versions exept DUEL. Engineers can now build Dispensers and Teleporters, but not Sentry Guns.
- Extended the soundscape brushes a bit for versions that use Titantrons. Now you should be able to hear your bad-ass tunes in the spawnroom.
- Added "Melee 1" auto-fire output on all maps, and a "Melee 0" output fired when someone activates the func_regenerate trigger in the weapons caches after the round ends. For servers with corresponding melee mods, this acts as a limited failsafe to better ensure compatibility with future updates.
- The resupply sheds now open like a closet instead of a typical rotating door, allowing for easier access.
- Looping kill inputs (ie Sandman's ball) are stopped on round's end.
- Fixed issue with some weapons not stripping properly
- Some long overdue skybox optimization

ARENA CHANGES
- Fixed the order in which RED players spawned. Now they'll start inside the large hall, then spill over into the stage spawn, before the toll booths, just like BLU.

CP CHANGES
- Removed a bunch of superflous cameras and fixed the rest

CTF CHANGES
- Fixed issue with the broken resupply locker function still working.

KOTH CHANGES
- Coulda' sworn I fixed that texture alignment with the respawn visualizer at RED's side...

RCTF CHANGES
- Added weapons sheds inside the Slobberknocker Storehouse, and by BLU's spawn.



Old 02-13-2010, 06:35 PM   #1
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Still looks like shit though.
 
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Old 02-13-2010, 06:43 PM   #2
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Quote:
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Still looks like shit though.
Well thats a bit harsh and uncalled for.

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Old 02-13-2010, 06:46 PM   #3
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Quote:
Originally Posted by Ost View Post
Still looks like shit though.
ITT Ost learns the difference between late beta and pre alpha

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maybe we should have an Asylum night on the server sometime.

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Old 02-14-2010, 04:50 AM   #4
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Quote:
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ITT Ost learns the difference between late beta and pre alpha
ITT The Asylum learns to spot obvious troll.
 
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Old 02-14-2010, 05:45 AM   #5
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Still it was unnessery ._. I think you must add a lot more stuff there, if you don't wanto it to be a 3v3 map. I like the idea! ^^
 
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Old 02-15-2010, 11:23 AM   #6
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It's too small and too dark to be played properly. There's only one way onto the point and no maneuverability. Heavies will rape on this map. Also you're using Half Life 2 props and textures and are labeling areas incorrectly.

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Old 02-15-2010, 09:16 PM   #7
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Uh, of course that's not all there is to it.

Going to be working on the small versions first (arena, ctf, dm), then the larger cp version (And possibly KOTH). Some RAD-less screens of the CTF version:

[img] [/img]

Overhead. The opposing team has a mini-resupply room in front of the other team's courtyard. Why? So they can't carry the flag back through it. No, they've got to take the scenic route and give the other team a chance to catch the flag-stealer. No, there are no spawn points in the mini-resupply rooms.

[img] [/img]

[img] [/img]

Those two doors with the red arrows pointing to them would be the entrance to the mini-resupply. The other door, in the toll booth, is a BLU mini-resupply room, so those spawned in the "main" spawn further back can cut off an intel-stealer a little easier

[img] [/img]

And here's BLU's ring with the intel suspended up on high. I really, really, REALLY tried to work a climbing a ladder mechanic into there (you know, a ladder match- c'mon it's a briefcase! It's practically BEGGING for a ladder match gimmick!) And there's RED's mini-resupply room exit into BLU's courtyard.

[img] [/img]

[img] [/img]

Oh yes. Of course the locked weapon storage shed makes it's return. Want your weapons back? Win the round, and the shed will open for an extra-humiliating humiliation round.

[img] [/img]

BLU's mini-resupply room in RED's base, beside the entrance to RED's tool booth entrance. So the only way the intel-stealer can get out (with the intel) is through the hallway, across the bridge, and through their own hallway.

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Last edited by The Asylum; 02-25-2012 at 08:26 PM.
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Old 02-16-2010, 12:26 AM   #8
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Please pretty please build cubemaps. The map, however does look nicer now though.
 
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Old 02-16-2010, 12:14 PM   #9
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With regards to the map being small, it'd def. be a serious issue....... if it weren't melee-only. Since it is melee-only, the only way to attack someone is by getting right up close. So normally, yes, small spaces are a problem. In melee maps, small spaces are a must

I'm putting in lights now in between tweaking Checkpoint. Cubemaps will be built then

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