Saxton Hell Forums
Server Discussion => PropHunt Hell => Topic started by: VoiDeD on June 16, 2012, 02:46:17 am
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This thread will be used to keep track of the maps added and removed from the PH rotation.
Feel free to discuss any map suggestions in this thread!
Here's our current map rotation:
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RedStone is a good map but it big
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I've got a few that I've been testing that I'd like to see added. I'll try and figure out how to fix the bugs and get some ERROR props working.
Maps:
cc_hotel
ph_desert (has 3 ERROR props that are large crate size)
arena_tundra (can't find a PH variant)
ph_raincliff (bug where some textures won't load, which makes console go crazy)
ph_cyberpunk (so many times have I heard people suggest this)
Bugs:
Raincliff: sometimes the cliff part won't load. This leaves floating grass and stairs and makes console constantly flow with "unable to load: <insert texture here>" for quite a few textures.
Tundra: No PH variant found, still searching though. If the arena could be used with a PH config then WOOHOO.
Desert: Just 3 ERROR textures in a corner of the map that you can stand about 2 pyros tall above the ground.
I've got all the maps in a zip file, which I will leave here:
http://www.mediafire.com/?l3k8tqpfoqflgc9 (http://www.mediafire.com/?l3k8tqpfoqflgc9)
It has a few maps outside of the "maps" folder, along with other models and materials needed for one of the maps.
Thanks for reading! Hope to see these worked out if possible.
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A few notes on the suggested maps:
1. Redstone is manageable only if the server is packed. Think of ph_warehouse but 3x the size, and 2x the amount of random items and props. It can be a big time waster just getting thru the full map. I've long yelled at Colax about my hatred for his map, but still better than the next map on the list:
2. Cyberpunk is a trollable map, including a room that props can lock from the inside and therefore never die. It stalls the game and rages people. Also, its a bit of an eyesore and people dick around.
3. Hotel isn't bad, but like Cyberpunk there is a room props can enter and lock from the inside, preventing death.
I don't know anything about raincluff, tundra, or desert. Chances are they are newish maps made by average map makers but loaded with exploits. People often just convert any ol map into a ph map, and it doesn't necessarily translate well.
There are a few maps which would be nice to add, including:
-spooky harvest (I dont personally like, and you hae to be careful of having the correct version)
-ph_manor - all around good. A little snug and could use a few clip fixings, but definitely playable and often a favorite.
-ph_target - a good small map. Not great for a full server, but I don't imagine people would wanna vote for it since they won't even vote farm feud when the server is packed.
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I don't like the idea of props being able to lock themselves into rooms; that'd be an incredibly unfair advantage, so I don't want to add those maps.
However, I've grabbed the following maps and have thrown them into the rotation:
ph_redstone_a2
ph_raincliff_v1a
It seems like we already had ph_spookyharvest_a2, so I've updated it to a3.
I wasn't able to find downloads for ph_target, and I wasn't able to find any map configs for ph_manor_event and ph_desert.
As for arena_tundra, that's going to need a custom config since it's not a prophunt map. I'm pretty sure I can just copy the config of some other snowy map, if it exists.
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I'm sorta green to the whole config bit for maps, but if you need the actual maps I have them (Manor and Target.) I can try bugging people from FreeFrag which used to host the maps about cfgs.
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I welcome anything that can help.
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I agree with box on the maps that should be added, although on hotel (which is on GM), I have never seen anyone other than Master Shake/Killingyouguy do the door glitch. But with the new maps added, could you please add some screenshots? >.> It's going to take a while for me to play some of those maps, and I'd like to have a slight preview :P
Also I remember once playing on ph_offblast? Might be a pretty bad map, but I can't really remember clearly, any veterans know? :p
EDIT:Was checking my map list, I have ph_chapel (I do not remember playing this ever),ph_medieval(nor this), and also I got in on a new map that was on a side server that is unreleased and unfinished, I'll ask shinkz if you guys can use it ;D. I'll tell you if those maps are alright in a min
EDIT2:
-ph_medieval is a pretty bad map, and I also discovered a very easy way to get under the map :P
-ph_chapel seems like an ok map I guess, with no apparent way to get outside the maps, not a lot of spots (excluding easily found "secrets") but pretty good for running. Also has probably the best music of every map ever, but I'll let you find that yourself, like I did :D
-ph_watermill is obviously pretty good, being made by shinkz, but is still in a1, and is not completely finished yet (no bugs really or anything, just not a lot of secrets or anything, a lot like the original map still)
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I have never seen anyone other than Master Shake/Killingyouguy do the door glitch.
I have seen plenty of people do this on the American side (many who still play), including myself. ;) I've noticed a lotta things catch on quickly here at SH, so I don't doubt this glitch would continue.
Also I remember once playing on ph_offblast? Might be a pretty bad map, but I can't really remember clearly, any veterans know? :p
I don't particularly remember, but would imagine it hasn't been in rotations for a reason.
-ph_medieval is a pretty bad map, and I also discovered a very easy way to get under the map :P
-ph_chapel seems like an ok map I guess, with no apparent way to get outside the maps, not a lot of spots (excluding easily found "secrets") but pretty good for running. Also has probably the best music of every map ever, but I'll let you find that yourself, like I did :D
I get these 2 maps confused/mixed but in addition Medieval I think is another giant map that sucks if the server isn't completely packed.
I would favor not adding in maps just for the sake of padding the list. I've been to a lot of PH servers where server admins threw in a slew of maps - basically making a prophunt version of ANY map - and there's definitely a difference between a map thats made well and made for the mod. Given that Alpha Omega seems to be gone forever, and had always been the American PH king, I'd hate for anything to taint this refuge server.
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MY OPINION ON BRINGING IN NEW MAPS
http://www.youtube.com/watch?v=r44tsxKH-Eo# (http://www.youtube.com/watch?v=r44tsxKH-Eo#)
If you catch my drift.
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Added the following maps to the rotation:
ph_hilltop_a2
ph_target_final
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I don't think you quite understood me.
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Those are reasonable map additions, ones that have worked and been tested over a period of time.
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Added ph_manor_event_a1 to the rotation.
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someone probably told you but as of like 6pm today manor was broken, it was just arena
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Oops! Fixed now.
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Suggesting to take down Manor Event, because something about it is wrong. I'm not sure if its the map verison or the cfg version but most of the props are incorrect...in fact almost the entire list is. In the current cfg are a shit ton of props that you can glitch and become 100% invisible with.
Also requesting some kinda semi regularity in admins, because today alone there have been countless bad trolls ghosting and ratting people out in numbers.
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Removed ph_manor_event_a1 from rotation.
If there's a problem with players ghosting or being douchebags, you need to report it to admins.
You can't expect us to do anything without a single notice of what's going on.
Normally saying my name or "admin" in server chat is enough to get my attention if I'm at the computer
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While doing some digging around for my post in the "OP Weapons/ suggested weapon changes." topic, I happened across an updated version of ph_cchotel. I'm just assuming the locked room Box is talking about is the terrarium room. The b3 version is said to have fixed that. So perhaps it can be added in now?
http://www.gamingmasters.org/threads/new-map-ph_cchotel-beta-1.3926/ (http://www.gamingmasters.org/threads/new-map-ph_cchotel-beta-1.3926/)
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Added ph_cchotel_b3 to the rotation. Let me know how that room issue goes.
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Could we get ph_redstone removed?
The config for the props let's them be small props such as medkits, ammo packs, and engineers hand gib, and other smaller props.
There are also a few places to where it looks like a stable object of the map but is, in fact, a real map prop you can hide inside of.
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I would have to agree on removing ph_redstone. It's just quite a messy map, and it seems very few people actually like to play it. If anyone at all.
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Looking at the map rankings (http://stats.saxtonhell.com/Maps/View?type=ph), redstone is pretty high up there as a popular map at #6, so I'm not entirely sure why it's hated. :S
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it is way too huge, and super easy to hide as a prop.
raincliff is just as bad. i dont know if ive ever been killed on raincliff
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I'd be down with removing Redstone and Raincliff. Redstone is only high in "popularity" because there was a group back in FFN that would constantly vote it. It is one of my most hated maps, as I've shared with Colax, and yes the props can be entirely small and cheap. In short the map is a clusterfuck of random items, like a 4x large Warehouse. Raincliff is just a poorly made ph map.
Edit: Redstone is liked by noobs who enjoy hiding as micro items because the avg player can't find them. Requires little skill, imagination, or improving.
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Removed ph_raincliff_v1a from the rotation.
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Oh thank god.
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Hi there, old prop hunt guy wandered into the Saxton Hell PH server and has been having fun :D
Here are some suggestions for maps to remove:
basalt - has map bugs that are pretty easy to exploit
maze - too small / too few props to really hide anywhere
non-spooky harvest v2 - same as maze
farm feud - same as maze
Just my opinion, hope it helps, hope to have more fun on PH!
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Here are some suggestions for maps to remove:
basalt - has map bugs that are pretty easy to exploit
maze - too small / too few props to really hide anywhere
non-spooky harvest v2 - same as maze
farm feud - same as maze
Just my opinion, hope it helps, hope to have more fun on PH!
Personally I like Basalt as a map, but the glitch is a problem that should be fixed sometime. I second having harvest removed as it is a bit dull and somewhat redundant with the addition of spooky harvest, which is bigger, more interesting, and easier to hide in. However, I do think maze and feud still have too many stubborn followers to really remove them just yet, and they're only really terrible with a large group of players, which is a problem shared by other maps as well.
Same as Sunshine, this is just my humble opinion.
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Maze, Farm Feud, Harvest, and Headquarters are all really small, carnage maps. A large number of players on that map is just kill kill kill, but when the server is low on people they can actually be really fun and make it to where BLU gets to search the entire map for props.
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I'd like to bring ph_manor back.
If you could send me the map and config, I'll go through and look at the props of the map and adjust the config accordingly.
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Maze, Farm Feud, Harvest, and Headquarters are all really small, carnage maps. A large number of players on that map is just kill kill kill, but when the server is low on people they can actually be really fun and make it to where BLU gets to search the entire map for props.
Exactly this, they're moreso meant for when fewer people are on the server. Removing them would also mean less options, and with no PH maps really being made anymore, well...
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+1 to LuveDragon and Hipster.
The problem with ph_manor is that the config was entirely wrong. The orignal cfg had props that could hide entirely through walls and/or the floor. The "correct" config, the one that FreeFrag used to use, is lost. I've bugged various people over there and nobody seems to be able to track it. If all the cfg needs is the correct props to select from, then I could sit down with -whoever- and create the list of the props that were used so as to prevent incorrect choices.
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+1 to LuveDragon and Hipster.
The problem with ph_manor is that the config was entirely wrong. The orignal cfg had props that could hide entirely through walls and/or the floor. The "correct" config, the one that FreeFrag used to use, is lost. I've bugged various people over there and nobody seems to be able to track it. If all the cfg needs is the correct props to select from, then I could sit down with -whoever- and create the list of the props that were used so as to prevent incorrect choices.
That's what I was going to do for it, given the chance. It would be nice to have someone else there who also knows most of the props to help as well.
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That's what I was going to do for it, given the chance. It would be nice to have someone else there who also knows most of the props to help as well.
I've uploaded our prophunt map configs here: https://dl.dropbox.com/u/99606/prophunt_configs.rar
This archive likely contains configs for other maps not in our rotation as well.
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I've uploaded our prophunt map configs here: https://dl.dropbox.com/u/99606/prophunt_configs.rar
This archive likely contains configs for other maps not in our rotation as well.
Thanks a ton, Voidy.
Would you also put ph_manor in a dropbox as well? I wasn't on the server when the map was released so I don't have it. ;~;
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You can grab it from here (http://fastdl.fennec.ws/maps/ph_manor_event_a1.bsp.bz2).
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Hip how do you wanna meet up to do this? Host a server?
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Hip how do you wanna meet up to do this? Host a server?
Yea, I've been trying to get it set up again with Prophunt mod in.
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I'd like to suggest ph_hanger18. It's made by the same person that made ph_cargo and ph_headquarters: combatfetus.
http://www.gamingmasters.org/attachments/ph_hanger18-rar.2625/ (http://www.gamingmasters.org/attachments/ph_hanger18-rar.2625/)
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I think there was a reason Hanger wasn't being played by most servers. Also most of his maps always...an issue. Anyway nigga can't help you on Manor at the moment cuz my PC went 2 shit when replacing vid card and power supply...I can PM you a list of props to start tho.
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Sounds cool, just PM some props and I'll look at em in the Model Viewer to see if the have any irregularities.
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Added the following maps to the rotation:
ph_trainset_a3
ph_kakariko_b1
ph_hanger18_b2
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Just got done playing the added maps and there are a few issues. One is that on train set the door from blu spawn closes a few seconds after the round starts, trapping those unfortunate enough not to have gotten out. On kakariko blu wasn't even locked in place and had been running around since the ten second timer began, while red was still stuck in their positions. Didn't have any problems with hanger, however.
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The issue on trainset will be looked into. Kakariko is fixed as of now.
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New changes made and a new map suggestion:
Redstone:
Removed small props(engineer gib hand, engineer guitar) and various other props from the rotation.
Added more props to better suit the map.
Link to new config can be found here:
https://dl.dropbox.com/s/xi1o2l5s3mt8gdx/ph_redstone.cfg?dl=1 (https://dl.dropbox.com/s/xi1o2l5s3mt8gdx/ph_redstone.cfg?dl=1)
Manor:
Modified config to better suit the map: no more invisible props, crazy hitboxes, etc.
Link to new config can be found here:
https://dl.dropbox.com/s/yu1rab8rlgprxi9/ph_manor.cfg?dl=1 (https://dl.dropbox.com/s/yu1rab8rlgprxi9/ph_manor.cfg?dl=1)
New Map Suggestion: ph_Medieval
Link to map:
https://dl.dropbox.com/s/1u1gseeip3d9ry9/ph_medieval_a3.bsp?dl=1 (https://dl.dropbox.com/s/1u1gseeip3d9ry9/ph_medieval_a3.bsp?dl=1)
Link to config:
https://dl.dropbox.com/s/8oeyvf3dpmawbc5/ph_medieval.cfg?dl=1 (https://dl.dropbox.com/s/8oeyvf3dpmawbc5/ph_medieval.cfg?dl=1)
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Is medieval the giant map?
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It is a large map, has it been on Saxton Hell before?
Also, Hanger and Trainset aren't good. Hanger isn't finished, and you can get to some eccentricly cheap areas. Trainset doesn't flow well and provides most players with a framerate issue that is unfixable, along with the BLU spawn door closing on them.
There is also a newfound way to get out the map on ph_oasis as a prop.
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Trainset and hanger were long deemed shit maps. If medieval starts in the fort castle thing and then has a giant outside downstairs area + water area then I think it should be taken out too. Juz sayin.
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Removed the following maps:
ph_trainset_a3
ph_hanger18_b2
Can't know good without the bad, I suppose.
Added ph_manor_event_a1 back into the rotation.
I've also updated to the configs posted for redstone and manor.
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Thanks Voided!
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Added ph_medieval_a3 to the rotation.
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Updated config for ph_cyberpunk.
https://www.dropbox.com/s/a74mo2uvmsusjn9/ph_cyberpunk.cfg (https://www.dropbox.com/s/a74mo2uvmsusjn9/ph_cyberpunk.cfg)
Also Medieval, although fun, may be a bit too big.
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Added ph_cyberpunk_a3 to the rotation.
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Suggestion: Remove cyberpunk.
All of the props are either really small relative to the size of the map (TV, small chair, water cooler) or really big (large lamp post, strider, telephone pole). Some of the props aren't aligned correctly with the player model so that if you stand in a corner of a building your prop appears outside of the building. Standing with the large lamp post in the music room comes to mind; you can't see the telephone pole at all when you're standing in the same room as the prop. Also, it's disproportionately easy for the props to hide - there's at least 10 spots I've never been found in despite playing roughly 100 hours of the map with people better than myself.
Suggestion: Remove ph_medieval or increase the time drastically. I prefer the latter.
It's a fairly well designed map but it's huge and full of secrets (e.g. fake walls) and even a full team of 15 struggles to cover half the map in the allotted time. Suggested round time: 5:30 + the 30-second setup, 6 minutes total per round.
Suggestion: Add ph_tundra.
Pros: Well designed map, balanced props, has a snowman that kills you (:D), and NO SECRETS. Oh, yeah, there's sone fairly neat spots too. :)
Cons: Yet another map that demos can 2-sticky right to red spawn and wipe out half the red team, because, let's be honest here, why would anyone ever hide anywhere other than red spawn? [/s]
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Suggestion: Remove cyberpunk.
Suggestion: Remove ph_medieval or increase the time drastically. I prefer the latter.
Suggestion: Add ph_tundra.
[/s]
Agree 100%
Agree 100%
Don't know enough about the map.
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Agree 100%
Agree 100%
Don't know enough about the map.
It's one of the maps I've rarely seen (if ever) off of SourceOP, and I know you don't go there much; it's the wide open snowy one with the two story building on the CP and the snowman that kills you. Lots of trees and a few random shacks. And a frozen lake with a train.
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I agree with giving medieval a longer time limit. Although huge, it is a fun map nonetheless.
As for cyberpunk, people have constantly asked for it almost on a day to day basis. There was even a group tag BBCP for "Bring Back CyberPunk" at one point in time. People who frequent the server clearly want the map in the rotation.
Now, on the other side of things, people hate cyberpunk. Mostly for the spots that people are rarely found in. If these spots are such a problem with the map, I'm sure the Zones plugin could easily encourage people not to hide there, provided the spots are shown to someone who can implement the plugin.
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Additionally, I believe the opinion to remove cyberpunk was made hastily. It was added back with some modifications to the prop list, and I've added the zones plugin which will prevent people from abusing the door in the music room. We can also make more modifications to the prop list, and removing the map should be the last resort after exhausting all other options.
As for the rest, I'll see if I can increase the timelimit on medieval and add tundra to the rotation sometime tomorrow when I have free time.
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Added ph_tundra_b5 to the rotation, and increased the round timer on ph_medieval_a3 to 6 minutes.
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Added ph_tundra_b5 to the rotation, and increased the round timer on ph_medieval_a3 to 6 minutes.
The Tundra config has a type of tree as a prop that isn't snow covered and doesn't appear anywhere on the map. The bushes in the config are colored differently from the ones on the map and are difficult to hide. I know in the original config instead of trucks there are trains for props. The truck only appears in one place on the map and in my opinion the train prop blends in with the map better than the truck.
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Suggestion: Remove Farm Fued
Reason: Hiding in this map is a joke. There are maybe two spots you can hide in with no regulars on that will work, but on a normal day this map is an absolute slaughter fest. All props are left to do is run around or sit tight in this mess of a map for the 20 seconds they are going to live. As blu, all this map does is boost your rank, and as red, all it does is get you killed. Map is much too small and the spawn can clearly see the cp if you spawn in to the right, letting you see props. Just a horrible map in general with no purpose other than boosting scores.
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Maze, Farm Feud, Harvest, and Headquarters are all really small, carnage maps. A large number of players on that map is just kill kill kill, but when the server is low on people they can actually be really fun and make it to where BLU gets to search the entire map for props.
I'm just going to quote this again.
These are maps meant for fewer people on the server. Yes, they are slaughterfests when the server is full, but most people don't vote for it when the server is packed, anyways.
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I'm just going to quote this again.
These are maps meant for fewer people on the server. Yes, they are slaughterfests when the server is full, but most people don't vote for it when the server is packed, anyways.
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I'm just going to quote this again.
These are maps meant for fewer people on the server. Yes, they are slaughterfests when the server is full, but most people don't vote for it when the server is packed, anyways.
If no one is voting for them when the server is packed, why are people complaining about it? Some might complain out of principle, but I'm not. I've been on when those maps are nominated and voted to be the next map.
Slaughterfests are not fun for people who enjoy prophunt.
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I very much enjoy those maps, actually; slaughterfest or not. These maps play very well when the server isn't filled, and even I will have trouble finding people on them.
We also need to have variety in the maps. Just as these maps may not be as fun to play when the server is packed, we can't have all huge maps that take a whole round just to explore one section of the map. I hate it when there's few people playing and a huge map gets voted. Gives me more of a headache than anything when hunting.
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Suggestion: Remove Farm Fued
Reason: Hiding in this map is a joke. There are maybe two spots you can hide in with no regulars on that will work, but on a normal day this map is an absolute slaughter fest. All props are left to do is run around or sit tight in this mess of a map for the 20 seconds they are going to live. As blu, all this map does is boost your rank, and as red, all it does is get you killed. Map is much too small and the spawn can clearly see the cp if you spawn in to the right, letting you see props. Just a horrible map in general with no purpose other than boosting scores.
What maps are there where hiding isn't a joke? The only ones that come to mind are medieval and cyberpunk.
There are no maps that serve any purpose other than boosting scores for the people that give you so much trouble on farm feud. If you get lucky enough to have a game where no blues are camping on the CP farm feud is an enjoyable map to run around on, and in some cases, actually hide.
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I very much enjoy those maps, actually; slaughterfest or not. These maps play very well when the server isn't filled, and even I will have trouble finding people on them.
We also need to have variety in the maps. Just as these maps may not be as fun to play when the server is packed, we can't have all huge maps that take a whole round just to explore one section of the map. I hate it when there's few people playing and a huge map gets voted. Gives me more of a headache than anything when hunting.
To rephrase what I said, *some* of us hate the slaughterfest maps.
I prefer the bigger maps, though not to the extent of medieval. Makes it more of a challenge for "pro"s.
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What maps are there where hiding isn't a joke? The only ones that come to mind are medieval and cyberpunk.
There are no maps that serve any purpose other than boosting scores for the people that give you so much trouble on farm feud. If you get lucky enough to have a game where no blues are camping on the CP farm feud is an enjoyable map to run around on, and in some cases, actually hide.
There are plenty of maps where people can hide, just not when "pro"s are on. We were just playing Northural and I was successful in more than one round in hiding.
Maps like Maze, Harvest v2 and Farm Feud have very little to offer in hiding spots, and are smaller in size. I know people like them, but some people like myself play to actually hide.
Additionally, some of us aren't playing just to boost scores.
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There are plenty of maps where people can hide, just not when "pro"s are on.
There's no difference between me and you other than out mindsets.
We were just playing Northural and I was successful in more than one round in hiding.
I understand not everyone plays to win but "I want to live JUST ONE round" seems like an awfully low bar for you to set. Also, if you're "not playing to win" why are you bothering to complain?
Maps like Maze, Harvest v2 and Farm Feud have very little to offer in hiding spots, and are smaller in size. I know people like them, but some people like myself play to actually hide.
Everything you said is true but just because a portion of the people that play on the server prefer to play red one way why should we remove every map that promotes an alternate playstyle?
Additionally, some of us aren't playing just to boost scores.
You have no idea why I play and quite frankly it's insulting to me that you think I care about nothing other than a number. Not everyone who wants to be good at something is only there to "boost their score".
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Ok Shooter, I didn't mean anything I said to be personal, please don't take it way.
I wanted to make sure alternate viewpoints were voiced.
But I can't help but respond that I can play the game for any damn reason I please.
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I think that goes the same for everybody. Anyway we're crazy off topic now.
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Good point.
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tundra sux
Maze, Farm Feud, Harvest, Headquarters, etc. are all maps that you can play with many people. Yes, they're very small, but they all are extremely easy to run on.
I've survived against a team of 16 on headquarters, maze and farm feud by running. If you're really mad about these maps, learn to run :o
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On Brawl, can we change the Blu spawn doors from opening so soon? You can see half the map from the blu spawn so the props only get the other half to hide without being seen.
Also while I'm on the subject, the map only has 1 small healthpack and it is literally on the control point, it is like 90% useless lol. Can we get a few more on the ground or something?
I wish we could just get the editable map files so I can change these myself.
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Also while I'm on the subject, the map only has 1 small healthpack and it is literally on the control point, it is like 90% useless lol. Can we get a few more on the ground or something?
I wish we could just get the editable map files so I can change these myself.
As I stated in another thread, "With Brawl, I think that's okay given the size of map to health pack ratio: it ensures that you can't just outrun everybody on a giant map while constantly replenishing your health." If you had/have access to change maps at will then I fear to think of how the maps would be destroyed. You have to consider that (generally speaking) the hunters aren't going to catch up to a prop unless they have previous kills: this is a huge advantage for props. While I agree that the small health pack by the CP is sorta pointless, it does/can come in handy when you either don't wanna use the CP, or already have used the CP and need another bit of health to heal up or stop burning, etc.
Should Brawl ever be updated (and it shouldn't), I would appreciate a head's up because I do have a suggestion for 2 small health pack additions should the change ever come. Which it shouldn't.
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As I stated in another thread, "With Brawl, I think that's okay given the size of map to health pack ratio: it ensures that you can't just outrun everybody on a giant map while constantly replenishing your health." If you had/have access to change maps at will then I fear to think of how the maps would be destroyed. You have to consider that (generally speaking) the hunters aren't going to catch up to a prop unless they have previous kills: this is a huge advantage for props. While I agree that the small health pack by the CP is sorta pointless, it does/can come in handy when you either don't wanna use the CP, or already have used the CP and need another bit of health to heal up or stop burning, etc.
Should Brawl ever be updated (and it shouldn't), I would appreciate a head's up because I do have a suggestion for 2 small health pack additions should the change ever come. Which it shouldn't.
I would agree with you if it weren't for new players sitting on the control point for most of (if not all of) the map. I can't count the times where I've gotten to the last minute or so without taking damage, get set on fire, run toward the control point, and said to myself "Oh, hey, there's three pyros and an engie sitting on the control point..." Or, "Ow, that demo hit me once after chasing me for 30-40 seconds. Oh, he jumped to the control point and doesn't seem to be moving..."
I think the map needs 1-4 small health packs placed around it. I'd suggest 2, one in the blue building that isn't blue spawn and one under the red building that isn't red spawn or the CP building.
I wish we could just get the editable map files so I can change these myself.
You can, if you go to steam/steamapps/<username>/team fortress 2/tf/maps and can find the .bsp or .bz2 file for the map you want. Then, Google VMEX and run each .bsp file you want through it and it'll spit out a Hammer compatible file.
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You can, if you go to steam/steamapps/<username>/team fortress 2/tf/maps and can find the .bsp or .bz2 file for the map you want. Then, Google VMEX and run each .bsp file you want through it and it'll spit out a Hammer compatible file.
I recommend BSPSource (https://developer.valvesoftware.com/wiki/BSPSource) over VMEX. It's a more stable decompiler, and handles more issues that can crop up with VMEX.
That being said, map decompilation is a destructive process: not all entities and brushes can be successfully decompiled, and sometimes maps don't work correctly when recompiled again. But this is generally for entity heavy maps. I remember at some point decompilers couldn't output displacements, but that may be possible these days.
And finally, you guys should (not a requirement, just a recommendation) try to contact the map author first, if possible, to get any changes done. If the map maker is MIA, or is incapable or unwilling to do the changes, then I say it's fair game to do the changes yourselves.
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"Oh, hey, there's three pyros and an engie sitting on the control point..."
Sounds like they're spending most of their time not hunting props, making the job of outrunning or not even moving much easier. My suggestion for health packs, should there ever be any, are adding two small ones: one on top of red storage bins, and another on the blue ones. Outside, where people can get access to them, and evenly spaced from the cp.
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Sounds like they're spending most of their time not hunting props, making the job of outrunning or not even moving much easier. My suggestion for health packs, should there ever be any, are adding two small ones: one on top of red storage bins, and another on the blue ones. Outside, where people can get access to them, and evenly spaced from the cp.
Even if they were hunting props they aren't the players you'd have to be worried about. The people who would normally catch you (You, Luve, myself, etc.) would still be hunting, it's just that the people sitting on the CP still have (barely) enough hand-eye coordination to point near you and press M1, maybe sometimes accidentally body block you. I'm all for a good chase but when I have to run from someone who's really really good and I have absolutely 100% of possible health sources taken from me, that's... Less than fun.
As for your HP pack suggestions, they're better than mine and I'd like those.
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For a real change request, there are still 2 incorrect maps on PH MANOR EVENT: the bucket, and urn (which sinks into the ground). Both don't belong on there, however we're missing a giant rug too. Those changes should be implemented asap.
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Meh, it's nice to have a balance of big and small props, there are quite a few spots you can use with the way how the vase goes through the ground, I say keep them both & add the rug.
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Added ph_hanger18_b2 back to the rotation.
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http://www.gamingmasters.org/threads/ph_hanger18.6655/ (http://www.gamingmasters.org/threads/ph_hanger18.6655/)
Was taken off of GM for some reason, not entirely sure why. Might tell combatfetus about these forums soon, so he knows where to post his headquarters fix and other things.
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The only issue that was mentioned to me was the outside area, where the top edges of the map aren't playerclipped very well. I played the map a little and it seemed fine to me that those areas are open, cause hunters can still reach those locations.
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If I remember, the issue was that the map was GIGANTIC. I think people in that thread bring that point up too. Combatfetus typically makes huge maps (think Cargo). There will likely be a lot of RTVing and/or quitting til the map is over, then rejoining.
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We can do the same thing we did with medieval and increase the timelimit to give the hunters a better chance of finding props.
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If I remember, the issue was that the map was GIGANTIC. I think people in that thread bring that point up too. Combatfetus typically makes huge maps (think Cargo). There will likely be a lot of RTVing and/or quitting til the map is over, then rejoining.
hah yeah, I remember worrying that it might be a bit too big. I'll make the outside a lot smaller and reupload sometime soon.
glad to see you guys like cargo though! I remember back when AO had a server it wasn't too popular
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I remember back when AO had a server it wasn't too popular
Well...
Anyway, good to see you around Fetus.
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Well...
Anyway, good to see you around Fetus.
8)
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Is the candlestick/candelabra gone from PH_Manor too? I've yet to see it.
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It is gone from manor, it wasn't in the config to begin with.
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Well there's a lotta stuff that wasn't in the config, however it was/is a great prop to have included and is based off of the config that Freefrag used for several years. I'd highly recommend it goes back into the mix.
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I just wondered whether the last Halloween event map that had merasmus in it would be possible to make into a PH map? It seemed very balanced with a good CP location with many strategies there, all that would be needed is to stuff in a few props to create the 'faux' props but I think it could work. - Is it possible?
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I just wondered whether the last Halloween event map that had merasmus in it would be possible to make into a PH map?
would be super easy. I'm not sure how the rights to the maps work, but it's just a matter of making a config/adding a logic_arena/doing a few other things and it's playable
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hah yeah, I remember worrying that it might be a bit too big. I'll make the outside a lot smaller and reupload sometime soon.
update info~
http://www.gamingmasters.org/threads/ph_hanger18.6655/#post-139091 (http://www.gamingmasters.org/threads/ph_hanger18.6655/#post-139091)
link~
http://ge.tt/5J1TmMV/v/0 (http://ge.tt/5J1TmMV/v/0)
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Um, what does the red button do?
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Um, what does the red button do?
Your mother.
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Um, what does the red button do?
stops da music
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stops da music
didn't wanna work for me i guess.
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Updated ph_hanger18_b2 to ph_hanger18_b6.
Thanks for the update combatfetus!
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Updated ph_hanger18_b2 to ph_hanger18_b6.
Thanks for the update combatfetus!
np! but actually I forgot (and just remembered, derp) to re-add the tf_logic_arena so this version is fully working:
http://ge.tt/7nNbdSV/v/0 (http://ge.tt/7nNbdSV/v/0)
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Uh oh. :S
You'd need to rename the map to something different, otherwise it will conflict with any clients that already have downloaded it.
I'd bump the name up to b7, but I'd rather make sure that it's fine with you before doing so.
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Uh oh. :S
You'd need to rename the map to something different, otherwise it will conflict with any clients that already have downloaded it.
I'd bump the name up to b7, but I'd rather make sure that it's fine with you before doing so.
that's fine! :D
EDIT: here's a recompiled b7, apparently it's better to recompile than to just rename:
http://ge.tt/3cDzySV/v/0 (http://ge.tt/3cDzySV/v/0)
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Updated ph_hanger18_b6 to ph_hanger18_b7.
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Is it worth saying that Medieval seems to be incredibly unpopular; whenever it comes round the server literally goes empty for about 30 mins and when it's brought up in the vote menu everyone is more against it than for any other map.
Just a consideration
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Don't wanna say "I told you so," but...
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I assume you don't like the map much either Box?
The problem is it's just a bit too big, too open, not fully finished as it appears in places and it's so big that unl;ess you have a competent team of hunters, props can win without many casualties at all.
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I assume you don't like the map much either Box?
The problem is it's just a bit too big, too open, not fully finished as it appears in places and it's so big that unl;ess you have a competent team of hunters, props can win without many casualties at all.
I agree. only played it a few times but it's massive - huge advantage to props. I recommend either splitting it into two maps or removing it entirely.
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Removed ph_medieval_a3 from the rotation.
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Updated ph_hanger18_b6 to ph_hanger18_b7.
cheers! my bad (o´ω`o)
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I edited Well to make a PH version of it.
Download link: http://ge.tt/6ek9BNX/v/0 (http://ge.tt/6ek9BNX/v/0)
Links to some screenshots:
http://steamcommunity.com/sharedfiles/filedetails/?id=124882695 (http://steamcommunity.com/sharedfiles/filedetails/?id=124882695)
http://steamcommunity.com/sharedfiles/filedetails/?id=124882659 (http://steamcommunity.com/sharedfiles/filedetails/?id=124882659)
http://steamcommunity.com/sharedfiles/filedetails/?id=124882623 (http://steamcommunity.com/sharedfiles/filedetails/?id=124882623)
http://steamcommunity.com/sharedfiles/filedetails/?id=124882567 (http://steamcommunity.com/sharedfiles/filedetails/?id=124882567)
http://steamcommunity.com/sharedfiles/filedetails/?id=124882493 (http://steamcommunity.com/sharedfiles/filedetails/?id=124882493)
This map was based on the control point version of Well.
Changes I made:
-Removed the large rooms in which the 1st and 5th control points were located, and sealed off doorways to those areas
-Removed the 2nd and 4th control points (just the control points, the rooms around them were left intact)
-Changed game mode to arena, since that's what prophunt uses
-Added props
-Made edits to player clip boxes to allow access to some areas (such as the roof of the central building)
-Changed spawn room in central building into normal rooms with props
-Made minor lighting changes
-Added music
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I edited Well to make a PH version of it.
Download link: [url]http://ge.tt/6ek9BNX/v/0[/url] ([url]http://ge.tt/6ek9BNX/v/0[/url])
Links to some screenshots:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882695[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882695[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882659[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882659[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882623[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882623[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882567[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882567[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882493[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=124882493[/url])
This map was based on the control point version of Well.
Changes I made:
-Removed the large rooms in which the 1st and 5th control points were located, and sealed off doorways to those areas
-Removed the 2nd and 4th control points (just the control points, the rooms around them were left intact)
-Changed game mode to arena, since that's what prophunt uses
-Added props
-Made edits to player clip boxes to allow access to some areas (such as the roof of the central building)
-Changed spawn room in central building into normal rooms with props
-Made minor lighting changes
-Added music
Awesome! Added to the rotation.
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Thanks Voidy! :)
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Please test this before you put it the fuck on the server.
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Best way to test is to get people to play on it and get their opinion, think of it as advanced beta testing.
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Like Offblast? Scroll to the bottom: http://www.gamingmasters.org/prophunt/index.php?page=maps (http://www.gamingmasters.org/prophunt/index.php?page=maps)
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Wow, only 7 plays! Fair enough :P
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Putting it on the server IS testing it.
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^
http://www.youtube.com/watch?v=Yp2aQk-xBII# (http://www.youtube.com/watch?v=Yp2aQk-xBII#)
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I've just had a though, if maps like Well and Lakeside are/could be in rotation respectively, how about Nucleus(arena)? That seems like a pretty balanced / symmetrical map for ph. Of course it would need more 'clutter' added as it's pretty bare as it is. What do people think?
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I don't think just any map should be made prophunt.
Nucleus is an arena map but it's basically a circle, prophunt needs more free movement in every direction.
Everyone who has access to the ability to add props to any map also has the ability to make
their own ph map.
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I think Dam-It would make an awesome prophunt map. Small(ish) with multiple levels, 4 ways to get to the cp including the hole above it. Outside/inside spots, not cluttered so you could easily add the static props, you take trim the nowall a bit to allow access to the roofs..etc
That said, converting it would be a pain in the ass. And I only allow one pain in my ass....and that's when Marshii jams his big lubed up throbbing...pulsating...hard white British....
...rectal thermometer up my bottom because Marshii is a good friend who takes care of people when they are sick.
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I've just had a though, if maps like Well and Lakeside are/could be in rotation respectively, how about Nucleus(arena)? That seems like a pretty balanced / symmetrical map for ph. Of course it would need more 'clutter' added as it's pretty bare as it is. What do people think?
Nice map for running, right amount of HP packs, the CP is far too small. I'd suggest removing those walls that border it and expanding the circle maybe 150-175 hammer units in every direction to prevent people sitting on the CP and taking up basically the whole thing.
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I think it would work for hunters as well as there are multiple floors and because it is so 'circular' it shouldn't be too easy to run because of predictability, but as I say, multiple levels will give that balance. Great idea Shooter, CP needs work!
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Out of curiosity, was Manor ever going to get legit music buttons? Right now there's two very obvious button type blocks outside BLU spawn, but they don't do anything. I find this appalling.
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Sometimes maps are better without the music. Music choices tend to be pretty bad anyway.
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Speaking of bad song choice, you can turn the stage music off by typing "snd_restart" into the console. Comes in handy when playing Redstone.
With Manor, it would be cool to get Thriller and Dragula by Rob Zombie as the songs if that ever happens. I honestly don't even know who picks the songs though.
http://www.youtube.com/watch?v=s1Z1Zrot-go#ws (http://www.youtube.com/watch?v=s1Z1Zrot-go#ws)
http://www.youtube.com/watch?v=XvKoPmY9IAs# (http://www.youtube.com/watch?v=XvKoPmY9IAs#)
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I think manor is much more atmospheric without music, but one which might be slightly more atmospheric WHILE being prophunt themed are the following;
Recommended start 1:35 or 2:09
http://www.youtube.com/watch?v=yS679xNei9w#ws (http://www.youtube.com/watch?v=yS679xNei9w#ws)
Or for a more atmospheric version;
http://www.youtube.com/watch?v=D1PH_Y8Xn4g# (http://www.youtube.com/watch?v=D1PH_Y8Xn4g#)
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http://www.youtube.com/watch?v=sAWs8H-eJBw# (http://www.youtube.com/watch?v=sAWs8H-eJBw#)
http://www.youtube.com/watch?v=C2b_OsR1bHY# (http://www.youtube.com/watch?v=C2b_OsR1bHY#)
Far more PH appropriate.
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Ooh, if it's awesome game stuff for ph take a gander at these lil beauties
http://www.youtube.com/watch?v=p4Lpnhm88e0# (http://www.youtube.com/watch?v=p4Lpnhm88e0#)
http://www.youtube.com/watch?v=6Vw1FnP_SSA# (http://www.youtube.com/watch?v=6Vw1FnP_SSA#)
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So I decompiled the map. Interesting, there's music set up, but the map maker never actually set up the buttons to be pushed. Go figure.
EDIT: Or, rather, they're set up incorrectly? Something's wrong with them, that's for sure.
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So I decompiled the map. Interesting, there's music set up, but the map maker never actually set up the buttons to be pushed. Go figure.
EDIT: Or, rather, they're set up incorrectly? Something's wrong with them, that's for sure.
THERE'S A REASON THIS MAP WAS USED FOR HALLOWEEN :--OOOOOOOOOOOO
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Can you tell what music is in the map currently?
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Looking at the names of the music, I'm assuming Micheal Jackson's Thriller and Banjo-Kazooie Mad Monster Mansion.
EDIT: Also, Marshii, you get a cookie for suggesting the same song I was thinking of from Croc. :) Childhood FTW.
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It gets a little boring having the same type of songs for every map, but if I did have some video game music to put on manor I would choose:
http://www.youtube.com/watch?v=AD-WSYyoV08# (http://www.youtube.com/watch?v=AD-WSYyoV08#)
http://www.youtube.com/watch?v=BNCenv7wPFE# (http://www.youtube.com/watch?v=BNCenv7wPFE#)
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If going the Zombies Ate my Neighbors route, perhaps Curse of The Tounge may be a bit more appropriate. ;)
Dammit guys, bringing up my childhood memories. ;~;
http://www.youtube.com/watch?v=f0zFlxMC-wk#ws (http://www.youtube.com/watch?v=f0zFlxMC-wk#ws)
Anyways, I attempted to get music in there (Turns out they were trying to use mp3 instead of wav files), as well as updating the map a little bit. But, uhh, it's really, REALLY poorly optmized. It won't compile for me to test it without taking a year. Was going to swap out Thriller with Croc's Twisy Tunnels. Trying to get it to a point where it doesn't take so long to optimize, but if anyone else wants to take a whack at it, feel free.
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Can we please put Forever Forest in there? Paper Mario is the shit.
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Aww pleeease take thriller out of there :):):):) We already have a soundlist of it.
Also, Luve, I graciously accept da cookie.
http://www.youtube.com/watch?v=mayCvk2P4f0# (http://www.youtube.com/watch?v=mayCvk2P4f0#)
Croc was a legend of a game, shame I never actually owned it, always had to play it at a friends house :/
Modification; Please no 8-bit music, it's painful on the ears especially when it might be played over and over for 30 minutes.
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Hey guys. I felt like making a map.
Since I'm bad at mapping and unoriginal to boot, I decided to rip off both Ninja and the guy who made koth_lakeside and create ph_lakeside. It's not quite done - I haven't made the prop hunt config yet or added any music buttons but I think it would be a good idea to get a head start and stick a download link up here for anyone who wants to test the map out before I finish it up and release everything required to play it correctly. Huge thanks to both Ninja and Luve for putting up with me for what must have seemed (and easily was) hours and answering all my questions. Go ahead and hit me with that (constructive, please - my ego hurts already :) ) criticism.
Small list of changes includes:
-Blocked off red spawn and close by areas. The map now runs from red battlements to blue spawn. Red spawn positions have been changed to the cliffs near bath house. Else, the map would be gigantic and it's just large at this point.
-Changed or removed a few of the player clip areas to open up more spots for red and allow demomen and soldiers a little more mobility. See if you can find all the spots!
-Added a few new props just about everywhere to give people some places to hide.
-Moved the health and ammo kits around because I can. Also, so red doesn't have to run into a tiny space every time they want hp back. Just some of the time.
-tf_logic_arena. Because KOTH can't run with it and prop hunt can't run without it.
-Anything else I forgot.
Download Link:
https://www.dropbox.com/s/4se7ltwsmrspogy/ph_lakeside_b1.bsp (https://www.dropbox.com/s/4se7ltwsmrspogy/ph_lakeside_b1.bsp)
For anyone who doesn't know how to install maps:
Download it. Place it in Program Files/Steam/steamapps/<your username>/Team Fortress 2/tf/maps. Launch TF2. Click on the little + sign, and select ph_lakeside_b1 from the drop down menu.
To simulate prop hunt in your local server, use the following console commands:
sv_cheats 1 (Enables cheats.)
tf_bot_add 1 (Adds a bot so the game starts.)
sv_gravity 500 (This is the gravity setting prop hunt runs.)
(Optional) hurtme -9999 (Gives you +9999 hp so the bot or falling damage doesn't kill you.)
(Optional) noclip (Because it's noclip. More fun to find the spots without it.)
EDIT: For anyone who made it this far down my post, I'm looking for music suggestions to juggle in my head with the songs I've already found and/or been suggested. Much appreciated. :)
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you should use a dubstep remix of the oasis music :----)
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you should use a dubstep remix of the oasis music :----)
I think the lost woods dubstep remix is much better but I probably won't include either as I want people to like my map. :P
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I have a couple of suggestions for music for your map Shooter if you are open to them;
http://www.youtube.com/watch?v=y6UhV3E2H6w#ws (http://www.youtube.com/watch?v=y6UhV3E2H6w#ws)
http://www.youtube.com/watch?v=QFedXmagW8g# (http://www.youtube.com/watch?v=QFedXmagW8g#)
http://www.youtube.com/watch?v=9HpyOkKWpCM# (http://www.youtube.com/watch?v=9HpyOkKWpCM#)
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oh, and if Manor music is still in the open;
http://www.youtube.com/watch?v=v_vIsOfacgA# (http://www.youtube.com/watch?v=v_vIsOfacgA#)
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Hey guys! I've been working on a map myself for the past couple of days, and now I think it's finally ready to be released for you all! I don't particularly like Manor myself, but Shooter and I got to thinking that the outside area of the original Manor map might make for a fun PH map.
https://www.dropbox.com/s/g7tgg4jbgkihl4r/ManorOutside.rar (https://www.dropbox.com/s/g7tgg4jbgkihl4r/ManorOutside.rar)
Notable changes:
~Removed almost the entire inside of the actual manor for optimization
~Removed a door from Blu spawn, as well as the grate doors
~Opened the graveyard area, as well as adding various props to the area
~Adjusted clip areas
~Removed control points B and C, leaving A where it is
~Red spawns are now mostly in the original control point room of B, with a few on the outside area
~Added props
~Slight lighting changes
~Added music
Hope you guys enjoy the map! And please let me know of any bugs or weird things that may happen. :)
Screenshots:
http://steamcommunity.com/sharedfiles/filedetails/?id=128940425 (http://steamcommunity.com/sharedfiles/filedetails/?id=128940425)
http://steamcommunity.com/sharedfiles/filedetails/?id=128940433 (http://steamcommunity.com/sharedfiles/filedetails/?id=128940433)
http://steamcommunity.com/sharedfiles/filedetails/?id=128940410 (http://steamcommunity.com/sharedfiles/filedetails/?id=128940410)
http://steamcommunity.com/sharedfiles/filedetails/?id=128940398 (http://steamcommunity.com/sharedfiles/filedetails/?id=128940398)
http://steamcommunity.com/sharedfiles/filedetails/?id=128940456 (http://steamcommunity.com/sharedfiles/filedetails/?id=128940456)
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I have a couple of suggestions for music for your map Shooter if you are open to them;
Link ([url]http://www.youtube.com/watch?v=y6UhV3E2H6w#ws[/url])
Link ([url]http://www.youtube.com/watch?v=QFedXmagW8g#[/url])
Link ([url]http://www.youtube.com/watch?v=9HpyOkKWpCM#[/url])
I really like the first and third ones but I don't think they fit the feel of Lakeside. If it's alright with you I might nab them both for use in my next map - they both fit both of the ideas I have in my head. For reference here are the three songs I'm thinking of using now; I'm definitely using the first two and the third is open to interpretation.
http://www.youtube.com/watch?v=EQdwwW0FMGs# (http://www.youtube.com/watch?v=EQdwwW0FMGs#)
http://www.youtube.com/watch?v=7Ss-T5BqY2M#ws (http://www.youtube.com/watch?v=7Ss-T5BqY2M#ws)
http://www.youtube.com/watch?v=Ii3-PhnBnCI# (http://www.youtube.com/watch?v=Ii3-PhnBnCI#)
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>plays Manor Outside
>hears Forever Forest
Thank you Luve!!!! <3
Might suggest making it loop a little bit more, but it is wonderful.
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Both songs seem a little short, in fact. But great choices regardless.
And for gameplay, I might suggest making the pumpkin patch accessible as well as opening up a bit more of the manor roof so as to give more running/pursuing options. Maybe close off the roof of BLU spawn so props can hide up there before the round starts without being spotted.
I also think the hallway with the Administrator painting and the waterfall(not the river) would be nice areas to open up, but that might be pushing it a teeny bit.
Regardless it should be a very fun map to play.
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Hey guys! I've been working on a map myself for the past couple of days, and now I think it's finally ready to be released for you all! I don't particularly like Manor myself, but Shooter and I got to thinking that the outside area of the original Manor map might make for a fun PH map.
[url]https://www.dropbox.com/s/g7tgg4jbgkihl4r/ManorOutside.rar[/url] ([url]https://www.dropbox.com/s/g7tgg4jbgkihl4r/ManorOutside.rar[/url])
Notable changes:
~Removed almost the entire inside of the actual manor for optimization
~Removed a door from Blu spawn, as well as the grate doors
~Opened the graveyard area, as well as adding various props to the area
~Adjusted clip areas
~Removed control points B and C, leaving A where it is
~Red spawns are now mostly in the original control point room of B, with a few on the outside area
~Added props
~Slight lighting changes
~Added music
Hope you guys enjoy the map! And please let me know of any bugs or weird things that may happen. :)
Screenshots:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940425[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940425[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940433[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940433[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940410[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940410[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940398[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940398[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940456[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=128940456[/url])
Added to rotation!
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i think manor is ok as it is size wise, the only thing would be to raise the roof in the main room so you can jump around up above the CP cause you can barely do anything on the lights. Although Im not sure if that's for balance though.THe problem with opening up the pumpkins is there is only one way to get there.
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Oooh, I thought you were talking about the old manor_event, derp :P
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Lakeside is also a very well put together map. I really don't have any suggestions for it. Though it would seem like hell to run on.
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Lakeside is also a very well put together map. I really don't have any suggestions for it. Though it would seem like hell to run on.
I actually just spent about 2 and a half hours with Enigma and Luve getting some new props added and some old ones moved around to make a few more spots as well as opening up a couple more areas so hiding is a bit easier. I'm working on getting the music buttons done and hopefully I can get the config file written up in time for lakeside to be released tonight.
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I actually just spent about 2 and a half hours with Enigma and Luve getting some new props added and some old ones moved around to make a few more spots as well as opening up a couple more areas so hiding is a bit easier. I'm working on getting the music buttons done and hopefully I can get the config file written up in time for lakeside to be released tonight.
Feel free to add me on Steam and shoot me off a message to let me know when it's ready.
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Added ph_lakeside_b2 to the rotation.
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Updated ph_manoroutside_a1 to ph_manoroutside_a2.
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I don't want to be a 'party pooper' or anything, i just wish to point out a slight issue with new maps as above.
While I am all for new PH maps, I have my reservations with these as they are made by regulars or at least in part by regulars. And yes while others can easily learn maps, it just seems to give a bit of an advantage to their makers considering they are the much more proficient regulars on the server?
For future maps might I suggest that if regulars are involved in making them, a non-reg goes in afterwards and tweaks prop positions so that it's not like shuffling a deck of cards face up (if you get my analogy).
As a side note; thanks for new maps :)
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I take it back, Lakeside is amazing to run on.
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Maybe Blaku but many of the doorways in Lakeside are completely glitching out for me 100% of the time, coupled with random invisible walls everywhere.
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It doesn't really know if the creator knows where all props are, after maybe 2-3 plays I already learn the props :v
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Minor issues, Marshii. The new maps are amazing.
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^ Fair enough
On another note, might we consider changing the redstone map music from migraine-topia to
http://www.youtube.com/watch?v=ciVt-Y3ptjo# (http://www.youtube.com/watch?v=ciVt-Y3ptjo#)
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Maybe Blaku but many of the doorways in Lakeside are completely glitching out for me 100% of the time, coupled with random invisible walls everywhere.
I'm getting this problem too and I have no idea why it's happening. After we played lakeside last night I ended up going to bed around 4:30 and left lakeside_b3 compiling while I slept but it has the same problem. I think I might delete the things causing the problem and hope it doesn't cause too many performance issues.
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It happens to other maps too, they just usually fix themselves on round change. No clue what causes it.
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It happens to other maps too, they just usually fix themselves on round change. No clue what causes it.
The problem is the area portals aren't rendering correctly. I went back to the first version and most of them work fine but the ones in the temple don't render the things on the other side of them at all when you look at them, which they should. Removing them causes an error that I have no idea how to fix and google isn't exactly helpful either.
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Did you change anything about that area between b1 and b2? And for the record, it happens to the paths to the old RED spawn too.
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Did you change anything about that area between b1 and b2? And for the record, it happens to the paths to the old RED spawn too.
No, the final version of b1 - which worked fine for both Luve and myself - and b2 are the same map with the same music and nothing changed. For the record, I went back to b1 and recompiled it and it has the same problem so I've got no idea what the problem is at this point.
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b1 doesn't have the problem for me. Weird.
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Here's an updated version of lakeside.
Map: https://www.dropbox.com/s/j6mymll130n3ll4/ph_lakeside_b3.bsp (https://www.dropbox.com/s/j6mymll130n3ll4/ph_lakeside_b3.bsp)
Cfg: https://www.dropbox.com/s/dmg8n0wugdvkv3d/ph_lakeside_b3.cfg (https://www.dropbox.com/s/dmg8n0wugdvkv3d/ph_lakeside_b3.cfg)
Map fixes:
Fixed the bug with area portals in which the inside of the temple wouldn't render. It was caused by every area portal on the map aside from the ones in the temple. Go figure.
Changed the music buttons to .mp3 from .wav to cut down on map size.
Adjusted clip areas and positions of map props slightly.
Config fixes:
Added brown corrugated metal as a prop which was supposed to be in there from the start.
Reduced hunting time from 4:00 to 3:30; it seemed as if blue was winning quickly even in 6v6 last night.
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Updated ph_lakeside_b2 to ph_lakeside_b3.
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Hi again all,
I've noticed that headquarters has been played much much less lately and I think I might have come up with a way of revitalising it (even with the possibility of music buttons, but we'll get to that as and when).
Anyway, other prophunt servers have a map in rotation; Redquarters. I think this would be more appealing than headquarters considering that if you happen to be hiding and given a desk or chair etc, it's incredibly hard to hide, even impossible unless lucky since the map is completely blue. It's like trying to hide a tractor in a playground - not going to happen.
But I think this might be one of the main reasons the map is unpopular. Running is 'ok' when there aren't too many people playing since there are so many chokepoints where you can get 'boxed' in if you'll pardon the pun.
Not sure if the map is possible, but I think it would work, also if maybe the stairs in the thin corridors were removed in favour of open ramps in the main room e.g. the way of getting to CP in Well or the route to the balcony in Turbine.
(Thumbs up for the analogy there :P)
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People are still going to know red props from real red props, you know. Headquarters is a nice rape map.
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Headquarters just needs to die. Maze too.
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Hi again all,
I've noticed that headquarters has been played much much less lately and I think I might have come up with a way of revitalising it (even with the possibility of music buttons, but we'll get to that as and when).
Anyway, other prophunt servers have a map in rotation; Redquarters. I think this would be more appealing than headquarters considering that if you happen to be hiding and given a desk or chair etc, it's incredibly hard to hide, even impossible unless lucky since the map is completely blue. It's like trying to hide a tractor in a playground - not going to happen.
But I think this might be one of the main reasons the map is unpopular. Running is 'ok' when there aren't too many people playing since there are so many chokepoints where you can get 'boxed' in if you'll pardon the pun.
Not sure if the map is possible, but I think it would work, also if maybe the stairs in the thin corridors were removed in favour of open ramps in the main room e.g. the way of getting to CP in Well or the route to the balcony in Turbine.
(Thumbs up for the analogy there :P)
Headquarters is CombatFetus's map, if you want those changes implemented you should add him and ask either for him to do it or for permission to change it. I can try to make some changes if he gives the go ahead; two of the biggest problems in my opinion are the height of the ceiling on the top level which hampers running quite a bit and the two sets of staircases as Marshii said.
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For fucks sake, music buttons don't solve shit.
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For fucks sake, music buttons don't solve shit.
I'm not sure what you mean.
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Then you're retarded ,my friend.
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Then you're retarded ,my friend.
I'm not sure how that answers my question either... But Marshii offered a bunch of other suggestions in his post besides simply the music buttons.
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Am I right in thinking that there was once a spooky canyon prop hunt map? For some reason I have some screenshots from it. Not sure if it was on another server, but I wondered if it might be an idea for consideration if it is a possible addition.
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Am I right in thinking that there was once a spooky canyon prop hunt map? For some reason I have some screenshots from it. Not sure if it was on another server, but I wondered if it might be an idea for consideration if it is a possible addition.
I've looked over it before, and it is really dark. Not really a good map if you ask me.
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Is there any way that the FoW as it were could be reduced or lifted, or maybe edited with more light sources? I'm not sure who owns the rights sorry :/
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Is there any way that the FoW as it were could be reduced or lifted, or maybe edited with more light sources? I'm not sure who owns the rights sorry :/
Yeah if you extract the map and open it in hammer there's an entity that controls it. IIRC it's TF_fog_controller or something similar. You can also do more light sources but it's easier to just change the color of the fog I think.
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Took another look at the map, and it doesn't seem as dark when Glace and I looked at it before? Dunno, but it is a little dark in some areas. Aside from pumpkins scattered around and two trees added, it's just a rehash of canyon, unlike spooky harvest which adds in that extra area. It also removes one of the insides of the tall buildings (The one near blu spawn). I honestly wouldn't want this map in, since it's just too similar to the original canyon.
But, if anyone's really curious, I've dropboxed the map for anyone else who may want to take a look at it.
https://www.dropbox.com/s/als4x5a3o4qzgwr/ph_spookycanyon_a1.bsp (https://www.dropbox.com/s/als4x5a3o4qzgwr/ph_spookycanyon_a1.bsp)
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Ah, fair enough. I see your point :) Thanks for looking over it though.
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I move to have CyberPunk removed from map rotation. Most people who've actually been to it loathe it; and there are still glitches with the map to ensure you never lose as a prop. We could always replace it with Swamp.
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I move to have CyberPunk removed from map rotation. Most people who've actually been to it loathe it; and there are still glitches with the map to ensure you never lose as a prop. We could always replace it with Swamp.
I swear there was some sort of reason why Glace and I never suggested Swamp, but I can't remember it at the moment.
EDIT: Apparently it was removed from GM for having "too much water" and being pretty glitchy. That's probably why we never suggested it. Topic (http://www.gamingmasters.org/threads/what-happened-to-ph_swamp-in-the-american-servers.2843/)
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remove cyberpunk
DO NOT ADD SWAMP IT'S SO BAD, DARK WON'T REMOVE IT BECAUSE HE MADE IT
IT IS THE WORST MAP
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I don't think there's too much of an issue with cyberpunk. If there are places which props can get to that hunters can't then they need to be reported so that those areas can be fixed. In a sense cyber is a map in beta and can only be improved from feedback. Personally, I think it would be a great map were these issue to be highlighted and ironed out.
What I would say though is a huge no to swamp. I've played there many times on GM and there is simply too much water, and when out of the water, no place to hide, you will get random-sprayed. Simple. Plus the lighting makes seeing stuff hard anyway because of the contrast. I.E. Run or die = swamp.
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I don't think there's too much of an issue with cyberpunk.
Just about everyone hates it. That's a pretty big problem.
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Just about everyone hates it. That's a pretty big problem.
A lot of us also hate Redstone, but that went over well a few pages back when we suggested to take it out. :P
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We removed cyberpunk forever ago. Eventually we re-added it because their was a ton of people that wanted it.
At the current moment, it's a pretty split opinion.
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A lot of us also hate Redstone, but that went over well a few pages back when we suggested to take it out. :P
They're both really bad maps, yes.
At the current moment, it's a pretty split opinion.
It's only split because some people like maps they can't die on as props. Props DO NOT lose on Cyber. This is not a good thing.
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They're both really bad maps, yes.
It's only split because some people like maps they can't die on as props. Props DO NOT lose on Cyber. This is not a good thing.
Redstone is a good map as it requires teamwork, otherwise props can dance over everything, but usually there are enough people around to think 'Hmm, there's a prop running, maybe I'll help kill it'
Cyber is a good map, if not for props for hunters, I know it encourages me to try different classes, if it wasn't for cyber, i wouldn't be able to rocket jump, if you can call what I do rocket jumping haha. As for hiding on cyber, it's pretty much a roof run or a claustrophobic dead end. So if hunters use this to their advantage, there shouldn't be a problem, shame is people can't be bothered to think about what they're going to do in each round. Usually I have a clear run route mapped out should I be found, and I also have a few strategies for leading people the way I want them to go.
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Its already been said: people like Cyberfuck because you can play anime music, see bright colors, and jump around on roofs to survive. Rarely to the hunters ever win. Look at the stats: http://www.gamingmasters.org/prophunt/index.php?page=maps (http://www.gamingmasters.org/prophunt/index.php?page=maps) Props win 76.5% of the time, that's ridiculous and that's not a close-call kinda win either. Its "I've been chillin up on tha roof watching everybody below, not moving an inch the entire time" kinda win.
The vote clears out the server pretty guaranteed. I'll nominate that when I'm done for the time being, just to make others rage too. While Redstone (shitstone) is almost equally as bad, I will say that at least its indoors and limits the height overall of where you can run around to.
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One of the few times I'm gonna say box is right. Though I find it hard to believe props lose on Cyber 23.5% of the time. Seems almost impossible.
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Alrighty, finally got down and reworked manoroutside based on your guys' feedback.
https://www.dropbox.com/s/u0500soxs1ihkie/ManorGroundsA3.rar (https://www.dropbox.com/s/u0500soxs1ihkie/ManorGroundsA3.rar)
Changes:
~Renamed from ph_manoroutside to ph_manorgrounds (sounds nicer if you ask me)
~Removed the graveyard area and part of the area to the left of Blu spawn
~Blocked the small shed area
~Moved Red spawn
~Changed music files from .wav to .mp3 for smaller map size
~Added a few more props around the map to make up for removing some from the list that were from the graveyard
~I've heard there's some ghosts that don't quite like their Australium to be touched....
Let me know what you guys think of these updates. I'll rework the map again if the majority of you don't like something. :)
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Updated ph_manoroutside_a2 to ph_manorgrounds_a3.
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Glaceon asked me to post this his view on Cyberpunk, since he currently can't.
"Cyber is bad. I only suggested it because people wanted it, the map needs more than a few places fixed, it needs to be redone completely."
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Props win 76.5% of the time, that's ridiculous and that's not a close-call kinda win either. Its "I've been chillin up on tha roof watching everybody below, not moving an inch the entire time" kinda win.
Pretty much the same can be said for Clifface, except while that map doesn't need as much work as cyber, it's win/loss for props/hunters is even more ridiculous, upwards of 80%.
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Pretty much the same can be said for Clifface, except while that map doesn't need as much work as cyber, it's win/loss for props/hunters is even more ridiculous, upwards of 80%.
Sawmill has upwards of an 80% win rate for props too and most people think the map is fine. While I do think Cliff Face needs some work, it's nowhere as bad a cyberpunk. Also, Cargo (arguably the most played map on this server), Range, and Otherside all have prop win rate of over 80%.
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remove every map ever made
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Cargo, Cyberfuck, and Cliffface are all justifiably removable. Cliffface isn't a bad map, only there's too much ground to cover in the time allotted (same with the others). Cyberfuck is too narrow on the ground, and too open on the rooftops. The only chance
Sawmill is a legitimately well-made map, however the last version opened up some rooms, etc that requires more searching and an entire Blu team that knows wtf they're doing. That extra ground really gave an advantage to props because there are more places to cover but not the adjusted the extra time. That being said, these maps won't improve just by adding time. The time limit is long enough to where the rounds are just fuckin boring as shit. Much like kakariko, and remember that kaka means shit.
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Who has the rights to Brawl? Playing that earlier just made me realise how big it is, may I recommend closing off the basement area and the small tunnels around the edges of the map? There is too much ground to cover for a team of average hunters unless the server is full.
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Brawl is just a bad map. So big, so open, so little health. Absolute hell for runners.
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maybe you could hide
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Since when has hiding worked?
Who has the rights to Brawl? Playing that earlier just made me realise how big it is, may I recommend closing off the basement area and the small tunnels around the edges of the map? There is too much ground to cover for a team of average hunters unless the server is full.
Have you tried searching old posts on the GM forums? Brawl has been around longer than I have, although I don't think it's particularly big unless you get caught chasing a prop for a long time. I can search the whole thing over on the SourceOP server fairly easily and that server doesn't have speed boosts.
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I, too, generally have little problems with the size of Brawl. I can cover most, if not all, of the map pretty easily myself, unless I start going after a prop, like Shooter said.
And I honestly quite like bigger maps, personally.
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Shooter and Luve said it, I'll say it again: the size is fine. Its easy to track down props, though yes if you're with a useless team it might be a lot to cover. This used to be the favorite map back in the Alpha Omega server days. If there absolutely HAS to be a change, we could go back to the health pack discussion of a small health kit on both red and blu-stacked storage containers.
But isn't surviving part of the challenge? Why does everybody expect survival to be a given, with loads of health packs and easy "hiding spots," even though we all know that "hiding spots" never work?
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But isn't surviving part of the challenge? Why does everybody expect survival to be a given, with loads of health packs and easy "hiding spots," even though we all know that "hiding spots" never work?
I'm pretty sure it started when ranks were added. The fact that there's a K/D ratio stat tracked means there must be some way to avoid dying even if it seems impossible with 10+ speed boosted pyro flocking after you at times. Lots of people like easy win maps like cargo and redstone and (arguably) cyberpunk but not many people (myself included) like smaler maps like Feud or HQ or Maze.
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to be honest i dont like small maps that much, I go for tha usual sizes like medium lumberyard, mountain, etc.
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Is there a possibility of editing Redwood B3 from freakfortress to be a ph map? I think it would work as it seems balanced enough (size and obstacles)
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Hi, I'm Powerlord.
I'm currently fixing some bugs in Prop Hunt (and posting on AlliedModders about it (https://forums.alliedmods.net/showthread.php?t=107104&page=100)) as well as fixing up offsets for various props across all the maps I have configs for. This is so that props no longer stick into the floor.
I've taken several of the configs posted in this thread and added them to my repository, then updated the offsets based on modifications I'd already made to other maps. These include configs for ph_well, ph_lakeside, ph_hanger18, ph_redstone, ph_manor_event, and ph_manorgrounds.
However, I ran into a slight problem fixing configs up: There doesn't seem to be a good place to find Prop Hunt maps and their configs. For instance, I have the maps ph_tundra_b5 and ph_watermill_a1 but no ph_tundra.cfg or ph_watermill.cfg to go with it and searching Google for it hasn't turned up anything.
Does anyone have a (recent) copy of ph_tundra.cfg and ph_watermill.cfg?
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https://dl.dropboxusercontent.com/u/99606/ph_tundra.cfg
As for watermill, that's not a map we run.
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https://dl.dropboxusercontent.com/u/99606/ph_tundra.cfg
As for watermill, that's not a map we run.
Well, at least I have one of the configs. I've updated it on the AlliedModders thread in the most recent zip and in the GitHub repo (https://github.com/powerlord/sourcemod-prophunt) I have for Prop Hunt.
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Sorry I'm a bit late. Here's Drunken F00l's open-source code for his version of prop hunt. https://code.google.com/p/sourceop/source/browse/trunk/addons/SourceOP/lua/autorun/prophunt/prophunt.lua
It contains configs for most maps in the drop down on the right, however, watermill is not there.
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Removed ph_cyberpunk_a3 from the rotation.
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THANK YOU BASED VOIDY
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i dont even play prophunt anymore and i'm happy
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THIS THREAD IS A YEAR OLD TOMORROW :O
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Can we fix the teleporter trap on SpookyHarvest?
http://steamcommunity.com/sharedfiles/filedetails/?id=155977868
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no
stop going in teleporters in prophunt
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no
stop going in teleporters in prophunt
Common sense. If a hunter wants to dick around all round long then that's their choice. Its not like we don't see annoying "friendlies" all the time anyway.
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Can we fix the teleporter trap on SpookyHarvest?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=155977868[/url]
Fixed!
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Updated arena_desolation_pb1 to arena_desolation_rc1.
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Which one even is Desolation? Can't remember if I've ever actually played it.
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Which one even is Desolation? Can't remember if I've ever actually played it.
the one where you can get out of the map
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You'll have to be a bit more specific...
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Which one even is Desolation? Can't remember if I've ever actually played it.
Probably because people are always voting kakariko, ph manor and redstone. The below is the desolation we've been using (and much better in my opinion, from mapping and lighting point of views). The new one which is only on one server that I know of, other than SH now. While its the same size, it has more shit in it. For sure it makes running as a prop easier, though not many more hiding spots are added. That could be fixed w/clipping adjustments. The lighting on this new one is pretty bad in that it reveals a lot more than the old one.
(http://www.gamingmasters.org/prophunt/images/psd/maps/desolation.jpg)
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oops i mistook it for basalt
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I just now noticed the update for desolation, and am not happy about it. I find that the older version is faaaaar better than the newer version. (Same goes for the older version of farm xD). Ive played the newer version of desolation on gm before, and absolutely hated it. Sure, there are more spots to hide, but more spots doesn't necessarily mean better (i.e. FARM).
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why did it even get changed?
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why did it even get changed?
Probably the same answer to the question: why did they try to add ghostmode to ph?
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I just now noticed the update for desolation, and am not happy about it. I find that the older version is faaaaar better than the newer version. (Same goes for the older version of farm xD). Ive played the newer version of desolation on gm before, and absolutely hated it. Sure, there are more spots to hide, but more spots doesn't necessarily mean better (i.e. FARM).
Agreed. As I said, the lighting etc is much better on the previous version and the map seems more finished and less cluttered.
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Here be the ph_courtyard_v1 stuff
https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO
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Console shouldn't be screaming at you any more, you want v1_2
https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO
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Marshii your new map doesn't have the cp bonus. It says it refreshes but nothing happens when you run over the cp.
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Marshii your new map doesn't have the cp bonus. It says it refreshes but nothing happens when you run over the cp.
It's because the CP is a prop_static; it has to be a prop_dynamic.
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It's because the CP is a prop_static; it has to be a prop_dynamic.
Didn't know that about these; would he be able to fix it easily?
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Console shouldn't be screaming at you any more, you want v1_2
https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO
Pretty fun map, I think mostly everyone enjoyed playing on it during a playtest of it.
There are two issues, one has already been mentioned in this thread.
- Cap point needs to be a prop_dynamic in order for the prophunt plugin to handle players touching it.
- Should throw some info_observer_point's around so that players who join in get a camera they can spectate through.
After those two get solved, it'll be ready for rotation.
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Didn't know that about these; would he be able to fix it easily?
Yes, open the map in hammer. Double click the control point. Find where it says prop_static. Highlight 'static'. Delete 'static'. Type in 'dynamic'. Hit enter. Hit apply. Done.
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https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO
v1_4
CP is now prop_dynamic, 3 info_observer_point entities added, Music Button added (not sure if works)
Now only awaiting feedback on layout / design rather than technical issues :P
EDIT - Round time extended from 230 to 255
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In terms of layout I really enjoyed the map; nothing really outstanding comes to mind but it was very fun to play on.
Nice job on the secret rooms btw, I only found them out by accident.
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Added ph_courtyard_v1_4 to the rotation.
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Ok so, I've made a few changes;
- Massively reduced space on the roof to run around (approximately 40% of the main roof remains, while the thinner roof on the grey building with green rock pillars can no longer be run along)
- Blocked off the back-passage above the back of the stage area
- Blocked off 4 of the 'single window' rooms on the lower floor of the library building
- Added small ammo packs in 4 locations
- Added 1 small health kit in the hole in the wall
- Small lighting changes in 1 location, and added a couple of props at the back of the stage area to create a partial barrier for anyone hiding there (crouchable spot i.e. if you crouches they may not get hit by fire and/or seen in the first place if they have a small prop)
https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO
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Updated ph_courtyard_v1_4 to ph_courtyard_v1_5.
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wrong thread hue
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Somethin gotta be done about tundra, shit is 2 big. Outside is huge n inside has a lotta shit to check too. Snow is way too bright n blends in wit sky, not to mention mental n health are all over tha place witout any rhyme or rhythem.
Sheet metal is the wrong size - too small , metal pile sinks through the floor - which if it doesn't for every other map now, why this one? And time is too short. This is way bigger than kakariko but it has less time, wtf is that? I say it needs more refinement before comin back on the server. I no i aint the only 1 wit dis opinnino too.
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tundra isn't really that good of a map
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tundra isn't really that good of a map
Agreed
Sheet metal is the wrong size - too small , metal pile sinks through the floor - which if it doesn't for every other map now, why this one?
It didn't need "fixing" with the new prop offset change apparently.
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How often is Tundra played? I haven't seen it pop up often (Unlike Cyber, which was played whenever it was able to be nominated...), but maybe that's just me checking at the wrong times.
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How often is Tundra played? I haven't seen it pop up often (Unlike Cyber, which was played whenever it was able to be nominated...), but maybe that's just me checking at the wrong times.
not often from what i've seen
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So, some updates to manorgrounds here.
So totally not long overdue, nope
https://www.dropbox.com/s/paf276wgkem3frl/ManorGroundsA4.rar
Changes:
~Reopened the shed
~Closed the useless balcony area
~Changed/removed some health/ammo packs
~Moved/added some props
~Finally fixed the magical disappearing crates
~Only one of the ghosts in the secret room kill you now
~Readded the small tree prop
~Reduced map time by 30 seconds
~Probably some other stuff I already forgot about
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Thank you based Luve.
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Updated ph_manorgrounds_a3 to ph_manorgrounds_a4. Thanks luve!
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Added the following maps to the rotation:
ph_chapel_rc2
ph_laboratory_rc1
ph_watermill_a1
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Added ph_dockyard_a2 to the rotation.
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Updated ph_dockyard_a2 to ph_dockyard_a2_fixed.
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Temporarily removed the following map from rotation because Valve happened:
ph_watchtower_a1
ph_mountain_a2
arena_brawl_b1
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Valve has released a client update that has apparently fixed the crashing issue, so I've thrown the maps back into rotation.
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ph_007facility_a2
https://www.dropbox.com/sh/9i2uv5c6atcjjxu/gl2bb6WCe- (https://www.dropbox.com/sh/9i2uv5c6atcjjxu/gl2bb6WCe-)
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Added ph_007facility_a2 to the rotation.
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Is there a possibility of reducing the round time of Kakariko (ideally between 60 and 90 seconds)? Thoughts?
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thought we had a whole thread about it, along w/the removing from server thing
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I thought the thread was for removing it which I seem to remember was resolved. The above idea came up after playing on Kaka recently with a lot of regulars - last props usually have about 2 to 2:30mins left to survive against flare gun sharp shooters and rocket jump good-ens. Ha, not going to happen (obviously props do win on occasion, but to be honest they must get very lucky).
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Ok, I've just updated Courtyard, now v1_6
List of changes as follows:
-Closed off all 'window' rooms reducing areas required to be searched which are often forgotten about anyway.
-Vastly reduced roof space so running around on the roofs is less of an option as you cannot hide over the lip of the roofs.
-Removed the barrier separating top 'hut' into two sections - now just one room with an entrance at both ends.
-Changed Blue Spawn > Now much smaller and is more of a corner rather than a whole empty corridor of wasted space.
-Other minor changes around the map removing tiny corners in occluded areas which require time to get to with nothing around > Less time required to search places such as the stage
-Added a second music button and fixed 'looping', music will now not continue after round end.
*Note - There are no changes to the config file (still using v1_4 config) but the bsp is now v1_6*
I hope these changes make courtyard seen of less of an "outrageously large" map and now puts it in 'Medium / Large' category as running space, 'tiny nook spots' and time taken to get in between 'places of search interest' has been much reduced.
Here's a link to the dropbox; Not that link, hotfix below, sorry
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Woah, hotfix for lighting issue - now v1_65
https://www.dropbox.com/sh/3mw42r2i1tvgpky/3ztDm5Cg8Y (https://www.dropbox.com/sh/3mw42r2i1tvgpky/3ztDm5Cg8Y)
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Updated ph_courtyard_v1_5 to ph_courtyard_v1_65.
Thanks for the update!
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Updated ph_007facility_a2 to ph_007facility_a3
There is an updated config file!!!
Changes to config:
-Removed prop...forest/woodpile.mdl
-Increased time to 210 from 190
Changes to map:
-Broken some glass in the pipe areas to allow more running options
-Added props here and there...hint 'theremaybeanaddedsecretortwo'
-Added a couple more spots
-Opened up both sides of 'Frog Area' under the control room and a chair to stop people getting stuck down there as hunters
-Changed a music button from Persona 4 Reincarnation to a more tense 007 theme 'Pipeline' from The World Is Not Enough
-Included an Overview Video on Youtube > http://www.youtube.com/watch?v=O5AiMMDoawE (http://www.youtube.com/watch?v=O5AiMMDoawE)
-Changes to config (as above)
Dropbox location for .bsp and a3 config > https://www.dropbox.com/sh/o0na8c09c1fkgik/r_Cipsf3XS (https://www.dropbox.com/sh/o0na8c09c1fkgik/r_Cipsf3XS)
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Quickly added the swapped out music back in by popular demand - Now 4 music buttons total
Version is a4 with the a3 config file
https://www.dropbox.com/sh/mgzqzf3tnxn03ur/N4RRo21vkt (https://www.dropbox.com/sh/mgzqzf3tnxn03ur/N4RRo21vkt)
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Updated ph_007facility_a2 to ph_007facility_a4.
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Reverted arena_desolation_rc1 back to arena_desolation_pb1.
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Hai guys, have a map.
JUST A LITTLE LATE LOL
https://www.dropbox.com/s/cu1t6o6gx8b7uoo/ph_haunt_b2.bsp (https://www.dropbox.com/s/cu1t6o6gx8b7uoo/ph_haunt_b2.bsp)
https://www.dropbox.com/s/dyiuun6rdqbye4n/ph_haunt_b2.cfg (https://www.dropbox.com/s/dyiuun6rdqbye4n/ph_haunt_b2.cfg)
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Added ph_haunt_b2 to the rotation.
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Added ph_snowworks_a3 to the rotation.
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Courtyard Cfg Update
Now use version v1_65
Summary
- Increased time by 20 seconds
- Removed small outrageous props for the map such as bucket and teeny-weeny oilcan.
https://www.dropbox.com/sh/m3kh5zj6rhfkott/AACXoj-FMGgJnhFLr4M-0qWVa (https://www.dropbox.com/sh/m3kh5zj6rhfkott/AACXoj-FMGgJnhFLr4M-0qWVa)
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ph_007facility updated to a5
Config has not changed
https://www.dropbox.com/sh/18j7aqox8e9szb9/AADbOvuokyIPCH9Pza3Ul7_da (https://www.dropbox.com/sh/18j7aqox8e9szb9/AADbOvuokyIPCH9Pza3Ul7_da)
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ph_Nightclub_v0-5 Released
https://www.dropbox.com/sh/hpqb38yxrltrn7l/AADgt5IPPlNb1Fx0jjQhddAra (https://www.dropbox.com/sh/hpqb38yxrltrn7l/AADgt5IPPlNb1Fx0jjQhddAra)
Please give me any feedback as I will then factor it in and update the map to v1 once that is done.
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Updated ph_007facility_a4 to ph_007facility_a5.
Added ph_nightclub_v0_5 to the rotation.
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I present to you all, ph_campsite! Which totally didn't take a year to complete, nope
Map/config download (https://www.dropbox.com/s/1szanvx0b3sp3s5/CampsiteA1.rar)
~Currently the timer is set to be 2 minutes 30 seconds of the actual round, may up it to 3 minutes if people feel that it's too short.
~There may or may not be map music (hint there's not)
~There may or may not be other secrets to the map (hint there are)
-Is that a bloody Spy? Useless wanker, better go smack some sense into him
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Added ph_campsite_a1 to the rotation.
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Slight update to campsite.
-EDIT- Gotta change too much stuff around, will update with a3 soon
~Removed FOAD sign cause pink checkerboards are no fun
~Added cameras
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Allllrighty, hopefully I fixed some issues there were with campsite.
CampsiteA3/Updated Config (http://"https://www.dropbox.com/s/i1pvhlio4ex2s7i/CampsiteA3.rar)
In addition to the changes above,
~Slightly reduced map size
~Hopefully fixed Blue players getting stuck in spawn
~CP made prop_dyanamic so it should actually heal you now
~Made water slightly higher, should extinguish you now
~Fixed a spot you could get stuck in near water
~Added second doors to the two buildings
~Can walk on the ledge of the fence now
~Removed a prop/Removed extra letter in another
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Updated ph_campsite_a1 to ph_campsite_a3.
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Ok so I have finally got around to making a few changes to this map which take it to V1, I've added props, new passage ways and removed a music button to reduce file size. Pulsing lighting has also been removed in an attempt to improve frame-rate.
The config has also changed to V1!
You can find both here;
https://www.dropbox.com/sh/fhj2y7tbysiui31/AABqHWfeQlCpgvNjO905Bg35a (https://www.dropbox.com/sh/fhj2y7tbysiui31/AABqHWfeQlCpgvNjO905Bg35a)
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Updated ph_nightclub_v0_5 to ph_nightclub_v1.
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Added ph_spooky_switcheroo_rc2e to the rotation.
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I made the newest version of cp_grassland into prophunt! So no more dev textures!
https://www.dropbox.com/s/74jehj55o2nyt8u/ph_grassland_v1_.rar?dl=0 (https://www.dropbox.com/s/74jehj55o2nyt8u/ph_grassland_v1_.rar?dl=0)
There's probably less props in this one though. I will add more props and hiding spots for the next version.
This is also the first prophunt map to contain 3cp's!
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Updated ph_haunt_b2 to ph_haunt_b3.
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I have updated ph_grassland
https://www.dropbox.com/s/fmycy3ifydh781h/ph_grassland_v2.rar?dl=0 (https://www.dropbox.com/s/fmycy3ifydh781h/ph_grassland_v2.rar?dl=0)
CHANGELOG: More spots, more props.
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Updated ph_haunt_b3 to ph_haunt_b4.
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Updated ph_haunt_b4 to ph_haunt_b5.
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Updated ph_haunt_b5 to ph_haunt_b6.
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Ok so I have finally got around to making a few changes to this map which take it to V1, I've added props, new passage ways and removed a music button to reduce file size. Pulsing lighting has also been removed in an attempt to improve frame-rate.
The config has also changed to V1!
You can find both here;
https://www.dropbox.com/sh/fhj2y7tbysiui31/AABqHWfeQlCpgvNjO905Bg35a (https://www.dropbox.com/sh/fhj2y7tbysiui31/AABqHWfeQlCpgvNjO905Bg35a)
PLEASE, fix the leaks, it makes the lighting much worse. If you don't know how to locate leaks, follow these steps: In Hammer, click the map button, and click load pointfile AFTER compiling, click yes. A red line will appear. That's a leak, compile again, repeat, if a file browser comes up, there are no leaks.
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Added ph_grassland_v2 to the rotation. We're giving this map a trial run to see how it plays compared to the previous version.
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I like the feel of the new grassland map, and I was informed that the satellite will move back down (as well as the damn beer bottle prop being removed). However, I think that the 2 extra control points are skewing the favor towards the props too much. Perhaps put a larger med pack in those areas? Also no music button?? Or is it just in a different area?
Edit: I also don't think that the original grassland should be removed. It simply has too much nostalgic value to a large amount of the player base. Well at least the older player base. It really wasn't in need of such a drastic change.
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I like the feel of the new grassland map, and I was informed that the satellite will move back down (as well as the damn beer bottle prop being removed). However, I think that the 2 extra control points are skewing the favor towards the props too much. Perhaps put a larger med pack in those areas? Also no music button?? Or is it just in a different area?
Edit: I also don't think that the original grassland should be removed. It simply has too much nostalgic value to a large amount of the player base. Well at least the older player base. It really wasn't in need of such a drastic change.
I have not seen any abuse or problem with the 3cps, they will stay until a problem with them becomes present. There are no music buttons, I find them annoying, listen to your own music.
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I have not seen any abuse or problem with the 3cps, they will stay until a problem with them becomes present. There are no music buttons, I find them annoying, listen to your own music.
3 CPs severely unbalance the entire map. Prophunt was made (and has ran perfectly fine) with just one CP on all maps.
The grassland before was just fine, we loved it.
If it ain't broke, don't "fix" it.
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I have not seen any abuse or problem with the 3cps, they will stay until a problem with them becomes present. There are no music buttons, I find them annoying, listen to your own music.
"I find them annoying" and this should matter why? You are making a map for the community, not for yourself. Everyone liked the zelda music. Sure some people didn't but they had the option to just snd_restart and it would stop the music. What gives you the authority to just come here and change this? You have 21 hours logged in prophunt; not enough to justify coming in and changing a map that was perfectly fine as well as trying to change the balance of PH. If you want to make this change you need to work with us rather than be stubborn. Even still I don't think grassland_a1 should be removed. As glaceon said: why fix it if it isn't broke.
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"I find them annoying" and this should matter why? You are making a map for the community, not for yourself. Everyone liked the zelda music. Sure some people didn't but they had the option to just snd_restart and it would stop the music. What gives you the authority to just come here and change this? You have 21 hours logged in prophunt; not enough to justify coming in and changing a map that was perfectly fine as well as trying to change the balance of PH. If you want to make this change you need to work with us rather than be stubborn. Even still I don't think grassland_a1 should be removed. As glaceon said: why fix it if it isn't broke.
I didn't remove the zelda music, but I didn't add it. My map is not an edit of ph_grassland, it is a re conversion of cp_grassland to ph. The reason I left in 3cp's was because I wanted to try something different from all the other prophunt maps that I thought would work well, I don't see why I'm not allowed to do this, include a thing thats's different from the original. ALSO I HAVENT SEEN THE 3 CPS ABUSED SO STOP COMPLAINING ABOUT THEM, i'll be fine with those complaints if they are able to abuse it and have been abused, but that hasn't happened yet. EDIT: there will be 2 music buttons, but I'm entirely unsure on what to make them play, a 4min song? 3mins? The zelda song + another? I don't know. Also these music buttons will be harder to activate.
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EDIT: there will be 2 music buttons, but I'm entirely unsure on what to make them play, a 4min song? 3mins? The zelda song + another? I don't know. Also these music buttons will be harder to activate.
What do you mean "harder to activate"
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What do you mean "harder to activate"
^ This. And also what do you mean exactly by "abusing the control points." All we are saying is that it unbalances the map, which it does.
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The reason I left in 3cp's was because I wanted to try something different
If it's not broke, don't "fix" it.
The one thing that you're overlooking is that the people giving these suggestions have played WAY more prophunt than you and are WAY more experienced in how the game works.
Just to be completely blunt and say it,
If you don't take the recommendations seriously from people who are WAY more experienced in prophunt than you, your map is NOT going to last.
Sure, you want to try 3 CPs on prophunt. Don't. It's not broken, don't "fix" it.
The only thing that leaving 3 CPs on the map tells us is that you're too lazy to delete the extra CPs and want to call it a "feature" that we may eventually remove ourself IF the map is even kept in rotation.
You may like to just copy a cp map exactly, throw a few more props in it, then call it a prophunt map. This does NOT make a good map.
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You may like to just copy a cp map exactly, throw a few more props in it, then call it a prophunt map. This does NOT make a good map.
It CAN make a good map. People haven't killed me over my maps yet have they? =P
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If it's not broke, don't "fix" it.
The one thing that you're overlooking is that the people giving these suggestions have played WAY more prophunt than you and are WAY more experienced in how the game works.
Just to be completely blunt and say it,
If you don't take the recommendations seriously from people who are WAY more experienced in prophunt than you, your map is NOT going to last.
Sure, you want to try 3 CPs on prophunt. Don't. It's not broken, don't "fix" it.
The only thing that leaving 3 CPs on the map tells us is that you're too lazy to delete the extra CPs and want to call it a "feature" that we may eventually remove ourself IF the map is even kept in rotation.
You may like to just copy a cp map exactly, throw a few more props in it, then call it a prophunt map. This does NOT make a good map.
I didn't try to fix anything by leaving in the 3 cps. I wanted to try include some gameplay changes.
Uh, no it doesn't, I can easily delete the cp's, i choose not to as i want the 3 cp's in, I haven't seen them make gameplay worse, so I'm not changing them until I see such thing happen. Also if you edit it. And that's pretty much how prophunt edits are made so I don't see how that description makes my edit a bad map. Examples: Ph_sawmill Ph_manor_event ph_manorgrounds, old ph_grassland, ect.
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I didn't try to fix anything by leaving in the 3 cps. I wanted to try include some gameplay changes.
Uh, no it doesn't, I can easily delete the cp's, i choose not to as i want the 3 cp's in, I haven't seen them make gameplay worse, so I'm not changing them until I see such thing happen. Also if you edit it. And that's pretty much how prophunt edits are made so I don't see how that description makes my edit a bad map. Examples: Ph_sawmill Ph_manor_event ph_manorgrounds, old ph_grassland, ect.
You haven't seen them make the gameplay worse because you barely ever play ph (http://www.gamingmasters.org/prophunt/index.php?page=profile&steamid=STEAM_0:1:45775056). The maps that you listed have at least one thing in common contributing to their success. They only have one CP/
Something that you're clearly not getting from all of this is that experienced prophunt players are giving you suggestions on how to make your map better, and you're complaining about them and throwing it back in their faces.
If you want your edit of a map to survive just like all the good maps, take the suggestions you are getting and actually implement them instead doing what just you want.
Prophunt maps are supposed to be barebones arena maps, and as far as I know all arena maps have one control point.
There is no good reason to have more than one control point in a prophunt map. If multiple, experienced prophunt players have told you that it is not a good idea, it's very likely not a good idea. This post is to help you see that if you are going to make a map for a gamemode, either know that gamemode and how it works or get someone who knows it to help you with the process if you want your edited version of the map to be played and survive.
I'm actually relatively open minded about what v3 will bring. Just as a suggestion for music, Gobi's Valley (http://www.youtube.com/watch?v=OFmzz4vMiLY#) seems pretty fitting.
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cmon yall, shitty PH maps are nothin new...but then again "if it aint broke dont fix it" goes for all mod modifications that ppl here have done - the way rounds end, time on a map, etc and bad map edits are on the top of the list. Gunner fucked up devils canyon and canyon n other maps too
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Removed ph_grassland_v2 from the rotation.
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Removed ph_grassland_v2 from the rotation.
shit fuck
people are way too picky
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Update to ph_campsite!
ph_campsite_a4 (https://www.dropbox.com/s/09jy3kh6piucixa/ph_campsite_a4.rar?dl=0)
~Added "treehouses" due to requests for higher spots. Only added one section for now, will add another if it's requested.
~Hopefully fixed CP prop from being invisible underwater
~Hopefully also fixed water not dousing players
~Added section in teepee
~Made fence taller, may tweak it back down a bit, won't be as low as originally
~Moved Blu spawn back a bit, shouldn't be able to see out anymore
~Couple of props have been moved/added
~BONUS DUCKS!
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Updated ph_campsite_a3 to ph_campsite_a4.
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ph_campsite_a5 (https://www.dropbox.com/s/2fsgbd1gf9xz9a2/ph_campsite_a5.bsp?dl=0)
because I totally didn't forget to pakrat the map, nope
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#FirstWorldMapperProblems
Updated ph_campsite_a4 to ph_campsite_a5.
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Updated ph_headquarters_b3 to ph_redquarters_a6.
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What happened w/headquarters? What changes were made to replace w/redquarters?
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It's the same exact map, but anything blue (the computers, chairs, walls, pretty much everything) was switched to red. I believe the original map maker intended to make the changes, but they never did, so someone else took it up.
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Soooo I'm back with a new map, ph_gorge. After playing around in the ctf_gorge (from mannpower mode (http://www.teamfortress.com/post.php?id=15300)), I thought that, after cutting the map in half, it might work for prophunt. As always, any comments/critiques are welcome and encouraged.
Map/Config (https://www.dropbox.com/s/5o33u2a3fvylhnn/ph_gorge_a1.rar?dl=0)
~Since there's no decompiled version of ctf_gorge yet, used cp_gorge. Cut the map off right before getting into the B capture point area.
~Opened the roofing in the middle of the outside area, as well as part of the roofing on the main building. Was already like this in ctf_gorge.
~Opened the gated area to the left of blue spawn
~Kept whatever props were already on the map, slightly moving some to provide access to more spots. Added various props around the map.
~Changed around health/ammo kits. Definitely let me know if they're in alright spots.
~May or may not be music. No visible buttons, so where could they be? You're more likely to accidentally hit the music buttons than to actually find them heh. While there's no visible buttons in the sense of what they usually are, they are tied to something else visible.
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I made a map.
ph_bigbutt_alpha_a3
Map (https://www.dropbox.com/s/dn6xpy889h25975/ph_bigbutt_alpha_a3.bsp?dl=0)
CFG (https://www.dropbox.com/s/0mpvs8izluc686g/ph_bigbutt_alpha_a3.cfg?dl=0)
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Added ph_gorge_a1 to the rotation.
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I updated my map.
-Added Health kits and Ammo packs.
- Changed layout to be more vertical / smaller.
Map (https://www.dropbox.com/s/25x1at192rq4j2w/ph_bigbutt_alpha_a5.bsp?dl=0)
-Changed some props.
CFG (https://www.dropbox.com/s/x237cjgla1ai3mx/ph_bigbutt_alpha_a5.cfg?dl=0)
EDIT: Comment on my map.
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Added ph_bigbutt_alpha_a5 to the rotation.
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We just played Butts and 9 people couldn't RTV it fast enough - seriously awful. Just a giant box with little breaking it up. Props can outrun so easily and the CP isn't easy to get to, nor is the health balanced at all. The chance of getting enuff kills to get speed to be on par wit scouts is awful.
Do yall just add maps w/o really thinking of how the mod is played or wut? This server is strugglin wit traffic as it is cuz they all going to DISC FF anyway, the last thing we need is a giant box with random props in it callin it a map
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Got an update for 007facility for you - now a6
No changes to config
Link > https://www.dropbox.com/sh/2rzfpsoau2khdyl/AACYrg-F-8SQr4aaMCBGgmVAa?dl=0 (https://www.dropbox.com/sh/2rzfpsoau2khdyl/AACYrg-F-8SQr4aaMCBGgmVAa?dl=0)
I've only added a couple of small things, like a raised platform with more props and a few pipes here and there; the map is largely as you remember it.
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I updated bigbutt to a7. (a6 died in the wind)
-Changed layout to be more vertical
-Map is smaller
-Health/ammo is better, rejoice.
-Edit: Also added a secret room. Time for you to find it.
Map (https://www.dropbox.com/s/w2aeprsijhmq2ye/ph_bigbutt_alpha_a7.bsp?dl=0)
-Removed those radioactive/black barrels from menu
-Added woodenbarrel, cowreference, and sawmill logs.
CFG (https://www.dropbox.com/s/z84fqwsji5eclkl/ph_bigbutt_alpha_a7.cfg?dl=0)
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Updated ph_007facility_a5 to ph_007facility_a6.
Updated ph_bigbutt_alpha_a5 to ph_bigbutt_alpha_a7.
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Uhh my map sort of updated. Again.
-Red team now owns the watchtower.
-Made small but plenty of optimizations.
-Song names show upon button press.
MAP (https://www.dropbox.com/s/uzqai1a8lfbk7fz/ph_bigbutt_beta_b1.bsp?dl=0)
-CFG has a few prop changes.
CFG (https://www.dropbox.com/s/tign3vclf66yhn4/ph_bigbutt_beta_b1.cfg?dl=0)
It shouldn't need updating for a while, unless something truly gamebreaking happens.
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Here's ph_petitcourtyard_v1a
https://www.dropbox.com/sh/3czzn1tpep686iv/AADmWBV76ft89TRPSTArdIv2a?dl=0 (https://www.dropbox.com/sh/3czzn1tpep686iv/AADmWBV76ft89TRPSTArdIv2a?dl=0)
It does NOT replace the original courtyard as they each have quite distinct play-styles and can therefore co-exist. Please laeve courtyard_v1_65 in rotation as well.
Thanks.
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Added ph_petitcourtyard_v1a to the rotation.
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Updated ph_bigbutt_alpha_a7 to ph_bigbutt_beta_b2.
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Added ph_thievestown_a2 to the rotation.
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BlockFort A1
https://www.dropbox.com/sh/v4n5tk656oyzjtq/AACmjCgWXxaW4x183vXeIPEKa?dl=0 (https://www.dropbox.com/sh/v4n5tk656oyzjtq/AACmjCgWXxaW4x183vXeIPEKa?dl=0)
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Added ph_blockfort_a1 to the rotation.
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Bucket hunt :P
https://www.dropbox.com/sh/623s88ro03gz233/AAAbl4a3dcvAN_dLXO5L4T6ta?dl=0 (https://www.dropbox.com/sh/623s88ro03gz233/AAAbl4a3dcvAN_dLXO5L4T6ta?dl=0)
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u no this server is ded right?
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I make maps for prophunt, not just prophunt hell
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Added ph_buckethunt_event_a2 to the rotation.
Updated ph_thievestown_a2 to ph_thievestown_b1.
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Yeah, I may or may not have updated the bsp for all my maps except nightclub
https://www.dropbox.com/sh/v929c7bh8osb78o/AACocXyyMYZNue9v8-vPzW3Ya?dl=0 (https://www.dropbox.com/sh/v929c7bh8osb78o/AACocXyyMYZNue9v8-vPzW3Ya?dl=0)
No config changes
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Map updates for campsite and manorgrounds. Woo (https://www.dropbox.com/s/8xrs6rwuj0d0shq/MapUpdates.rar?dl=0)
Campsite:
-Fixed broken custom texture hopefully
-Added a third tree platform
Manorgrounds:
-Hopefully much better optimization
-Fixed broken water texture
-Randomized which ghost kills you in the secret room (You're welcome Loc)
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Updated the following maps:
ph_007facility_a6 to ph_007facility_b1.
ph_blockfort_a1 to ph_blockfort_a2.
ph_buckethunt_event_a2 to ph_buckethunt_event_b1.
ph_courtyard_v1_65 to ph_courtyard_v1_7.
ph_campsite_a5 to ph_campsite_a6.
ph_petitcourtyard_v1a to ph_petitcourtyard_v1b.
ph_manorgrounds_a4 to ph_manorgrounds_a5.
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I'm going to be (finally) making a fixup of my cp_grasslands prophunt edit, I will make the cp location randomized each round, so you'll need to find where it is, also I will add 2 music buttons, which will be a bit harder to activate, or I should i just make it straightforward, If you have any suggestions, tell.
EDIT:
If anyone could share the ph_grassland_a1 config that would be great, I lost the one I made for the old edit.
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I'm going to be (finally) making a fixup of my cp_grasslands prophunt edit, I will make the cp location randomized each round, so you'll need to find where it is, also I will add 2 music buttons, which will be a bit harder to activate, or I should i just make it straightforward, If you have any suggestions, tell.
EDIT:
If anyone could share the ph_grassland_a1 config that would be great, I lost the one I made for the old edit.
Randomized CP is interesting, but better than multiple. Should be fun to try. I'd just put the music buttons behind where blue faces during spawn, all the tricks to make em work (depending on what you mean) may just turn into a hassle.
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Randomized CP is interesting, but better than multiple. Should be fun to try. I'd just put the music buttons behind where blue faces during spawn, all the tricks to make em work (depending on what you mean) may just turn into a hassle.
it's just a secret extra button that needs to be pressed to unlock the music buttons.
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ph_nightclub_v2
https://www.dropbox.com/sh/tweer8vxitqe9xe/AAD8sIpmHoaVENd6oT03oGJDa?dl=0 (https://www.dropbox.com/sh/tweer8vxitqe9xe/AAD8sIpmHoaVENd6oT03oGJDa?dl=0)
(advise not overwriting nightclub_v1 due to massive map differences)
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Also an update for Buckethunt!
https://www.dropbox.com/sh/rf8egbmh1u2egc6/AACT6mTSoT0EPc-xH97Wu212a?dl=0 (https://www.dropbox.com/sh/rf8egbmh1u2egc6/AACT6mTSoT0EPc-xH97Wu212a?dl=0)
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Added ph_nightclub_v2 to the rotation.
Updated ph_buckethunt_event_b1 to ph_buckethunt_event_c1.
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Removed ph_goldtooth_a1 from the rotation due to server crashes.