[REL - HL2DM] - CTF_Revolution_B4 (Updated as of 04/04/07) Options
Charles
#1 Posted: : Monday, April 02, 2007 10:33:41 PM
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Quote:
b4 Changelog:
- Added healthkits/vials in places where players felt were much need at.
- Significantly altered roofs allow skating rink to be a more viable option for offensive players to travel to the enemy's base or patrol around.
- The bottom teleport pipe will now teleport to the new pipe located on top of the metallic roof.
- The former teleport point of the bottom teleport pipe is now defunct and carries a shotgun inside instead.
- Added a new teleport pipe and receiving end teleport pipe.
- Added jump pads to the bridge, flag room, and inner-base to allow for more diversity and make previously hard-to-reach areas more practical and viable in play.
- Shortened bottom flag messages.
- Added a significant amount of secondaries on the white staircase area, as well as a lamp to jump on.
- Added health/infinite battery chargers on the brick walls inside the central buildings.
- Added 2 superchargers under the bridge. Like in ctf_connectors, now there is even more of a reason to take the underpath.
- Deleted one of the small walls in base to make the jump pad easier to use and give cover only to offending players rather than defending players.
- Totally redone spawn points.

These changes were made to balance out offense and defense in the map. It was previously far too easy to defend the flag, as it was easy to snipe since there weren't much ways to enter the enemy's base quickly, spawn points were located directly on the flag room, and offensive players need more supplies in whichever path they took.

Due to complaints of long download times, a bz2 file has been provided for server admins to host to allow for a faster map download.

bmp DOWNLOAD: http://www.wikiupload.co...nload_page.php?id=118843
.bz2 DOWNLOAD: http://www.wikiupload.co...nload_page.php?id=118855

Note: All of the following pictures are from ctf_revolution_b3, so some differences may be apparent.

ctf_revolution_b4.bsp
Map by: Charles Kim
Flag System by: Kusa
Special thanks to:
- Durden
- Tuna_Can
- Seagull
- InvX
- Neolinkster
- Hecosean
- Dudly
- BMC
- Anyone else I might've forgotten that tested the map out.



Introduction
This is my new map, Revolution, which was named so because I had no other ideas really. Not only that, but I've tried to implement many things never seen in other HL2DM maps or at least rarely and not used very well. The reason why I'm releasing it publically at b3 is for these reasons:

ctf_revolution_b1
This first version of the map had HORRIBLE lag, as well as some glitchy physics. It was near unplayable.

ctf_revolution_b2
The FPS in this map almost doubles or sometimes even triples from b1. However, some things, such as miscolored textures, too much secondary items put in one place, and not adding the flag teleports have caused me to make yet another version.

ctf_revolution_b3 has also added an additional "roof grinding" rinks to make the game feel a bit more fast paced.

To mention some little gizmos added in this map, there are the loveable jump pads, previously mentioned grinding rinks, speed/teleport pipes, and several other things. However, I did not add these just as "toys", but rather, they're quite helpful and important to the map. Whether it's navigating through or speeding up through the large areas of the map, these tools will prove to be fun, and show that such "toys" can actually be useful.

Unlike most HL2DMCTF maps, such as ctf_2fort_b8b, weapon and item locations are scattered around like a DM map, so you do not start out with full armor and every single weapon in the game. Rather, you have to pick them up from strategically located places, making the game much more balanced and fair. For example, you won't be getting the RPG until you get in the middle field and get your hands dirty to attempt to get it. Orbs and SMG nades are scattered around the map and you'll need to take some effort to find and grab them. Shotguns, crossbows, and magnums are relatively easy to acquire, but you still need to take a second or two to grab them. Placing few batteries in this map makes weapons like the Crossbow and Shotgun stand out much more, and there are some things that make it harder for weapons like RPGs and Orbs to show their effectiveness, whether it's the cage wall that blocks explosives and objects or the glass barrier on the bridge.

Well, with a lot of though and effort put into the map, I really hope you enjoy it. Now, on with the manual.


Skating Rinks

http://img78.imageshack.us/my.php?image=ctfrevolutionb30000os6.jpg

Skating Rinks are those little blue lines you see. They are a one-way trigger_push, so once you step on one, you can't go back. These rinks accelerate you at 300 velocity, but if you enter them with a sprint and start bunny hopping on them, you can reach insane velocities. Doing so, if you sprint and then bunny hop on the rink at the middle roofs, you can achieve enough velocity to be able to enter the other side's base in about 10 seconds!

http://img522.imageshack.us/my.php?image=ctfrevolutionb30075zi0.jpg
Be sure to jump off the yellow circle after reaching a lot of velocity to make the big jump to the platform. Timing is crucial.

http://img524.imageshack.us/my.php?image=ctfrevolutionb30076gy3.jpg
If you are successful in your big jump to the platform and haven't lost much velocity, you can do one of the following things as shown in the picture.

Whether to get yourself to the roof as a camping spot or assaulting the enemy base in a quick speed fashion, the skating ranks are always there to help you. Use them.


Jump Pads
Jump Pads are the flat rectangles that rise up when you step on them. To a novice or clueless player, they may seem useless as most of them tend to stop in the middle. However, they are far from worthless.  Jump pads can help you reach places otherwise unreachable.

Here are the instructions in using one:
(Optional)1.) Enter the jump pad while sprinting. This will make your momentum better.
2.) Wait a split second.
3.) Jump!

That's all there is to it. It may sound simple, and for the most part it is, but some Jump Pads can be very tricky to use. You'll need some aerial maneuvering skills to be able to make some of the trickier jumps, and don't forget to crouch, strafe, or let go of forward if necessary.


Speed Pipes
Speed pipes aren't new, but in most other maps, they were just there to teleport you. However, in this map, speed pipes are built for one thing: speed. They look like this:
http://img524.imageshack.us/my.php?image=ctfrevolutionb30038fq1.jpg
Do not mistake them with the teleport pipes, which are much smaller. Though the speed and teleport pipes are basically the same, the teleport pipes are much harder to use as an effective speed booster.

Using a speed pipe can be really tricky. The instructions are:
1.) Enter the speed pipe in the yellow circle (as shown in the above picture) while sprinting. You must not be in mid-air (don't jump into it) or be walking.
2.) You will quickly be teleported into the pipe with the red circle. Quickly jump, and then proceed bunny hopping. Remember to let go of forward and sprint shortly afterwards.

Timing when to let go of forward and sprint and continuing to bunny hop without losing velocity are the hard parts, but when done correctly, you can reach up to 900 velocity and zoom across the field, making the humongous midfield seem like a 5m dash.

Note: If you are holding an object while entering the speed pipe, it will NOT teleport along with you. So let's say you have the flag and want to enter it. You should first shoot it out in the direction you're going to, then enter the speed pipe and grab it on the go.
http://img523.imageshack.us/my.php?image=ctfrevolutionb30037fn0.jpg


Teleport Pipes
The smaller, hexagonical shaped pipes are a one-way ticket to the upper area of the outer base.

This is the one you enter:
http://img161.imageshack.us/my.php?image=ctfrevolutionb30041vv1.jpg

This is where you get teleported to:
http://img148.imageshack.us/my.php?image=ctfrevolutionb30009dv6.jpg

As you can see, they're very vulnerable to SLAMs and nasty objects, so you may want to think twice before using them too much.


The New Flag System
Unlike the other HL2DMCTF maps which are closer to TFC, this map's flag system is truer to the older CTF style (you may be more familiar with HL2CTF mod). This means that you can not capture the enemy's flag if your team's flag has not been returned into your own base. Of course, if you ever spot your flag lying around and not in the hands of your enemy (literally), you can either shoot or grab it with the Gravity Gun to return your flag to its base. No more waiting for it to despawn by its own.


Anyway, I hope this manual has helped you a bit with knowing some tricks in the map. No, I am not posting every single speed path, strategy, or hiding spot. That's up to you or your clan to figure out on their own. :) Or you can ask me at amishtechnology @ gmail . com or if we ever meet in-game.
WDF?
#2 Posted: : Monday, April 02, 2007 11:32:17 PM
Rank: The Illuminist



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I will throw this up on the server tomorrow!

Thanks for letting us know and welcome to the forums!

The image tools are build into the toolbar above the posts... the yellow box with the mountain left of the flash button...


[13:58] TheSpaniard84: I have a kitty stuck to my rump
[13:58] WhuTdufK: I suppose that's better than what's normally stuck to your rump.
Charles
#3 Posted: : Wednesday, April 04, 2007 8:39:29 PM
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The map has been updated, and so has this topic with new download links.
WDF?
#4 Posted: : Wednesday, April 04, 2007 8:50:24 PM
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Sweet! I'll upload the new version tonight! Thanks!


[13:58] TheSpaniard84: I have a kitty stuck to my rump
[13:58] WhuTdufK: I suppose that's better than what's normally stuck to your rump.
Charles
#5 Posted: : Wednesday, April 04, 2007 9:03:15 PM
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I improperly named the bz2 file. It's supposed to be ctf_revolution_b4.bmp.bz2, not ctf_revolution_b4.bz2. Sorry about that.
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