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Release: Beta Version: b7r1 Filesize: 563 kb Players: 24 Time of Day: Day/Light Textures: Standard Meshes: Standard Map Size: Small Environment: Indoors Effects: High Dynamic Range(HDR) Classes: None/Not Specified |
pyro_tennis_a2h_b7 Not your ordinary plain old pyro tennis map.
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| Category: TF2 > Other/Misc |
| Tags: pyro, tennis |
| Added 1 year ago - last modified 9 months ago |
| 2,406 views, 361 downloads (Stats) |
Author's Readme/Notes: pyro_tennis_a2h_b7r1
====================
by a2h - http://a2h.uni.cc/
A map I made specially for playing pyro tennis. This is the first map I've ever made. And it's going well :)
Thanks to Remades from clan VCM and people from the FocusedGaming.com pyro tennis server for feedback.
In the event you don't know how you should make this work:
* Get a class on teams which fire medium/slow moving projectiles (eg rockets, grenades)
* If the class can jump higher than most other classes (i.e. soldiers, demomen), they should
jump onto their respective team's platforms
* Everyone else goes pyro with the standard flamethrower
* The projectile firer fires!
* Deflect back and forth... (alt-fire)
Which projectile?
* Rockets
- Travel in a straight line
- Don't have a timer
- Don't bounce
- Detonate upon impact with a player
- Detonate upon impact with the floor
- Have splash damage
- Change team when deflected
- Mostly easy to deflect
* Grenades
- Travel in an arc
- Have a short timer
- Bounce off walls, rolls around on the floor
- Detonate upon impact with a player
- Does not detonate upon impact with the floor
- Have splash damage
- Change team when deflected
- A bit easy to deflect
* Stickies
- Travel in an arc
- Don't have a timer
- Don't bounce unless it first collides with a player
- Detonate when the owner of the stickies presses alt-fire
- Detonate one-by-one when the owner of the stickies fires more than 8 (the oldest one detonates)
- Have splash damage
- Do not change team when deflected
- A bit easy to deflect
* Flares
- Travel in an arc
- Don't have a timer
- Don't bounce
- Detonate upon impact with a player
- Detonate upon impact with the floor
- Do not have splash damage
- Change team when deflected
- Hard to deflect
Changes:
b1-b2
* Added overlays to the courts to show each team's logo
* Added a platform with a resupply cabinet on both sides for soldiers to stay on
* Changed building texture
* Completed the building
* Doors added to spawn exits
* Scattered ammo crates around the court (usage limited to team based on which side the crate resides in)
b2-b3
* Made spawn areas exit only
* Players of one team can no longer enter the other team's spawn room
* Slightly increased the size of the soldier platform
* Changed small ammo crates to medium ammo crates
* Outside of building is wooden (except for the roof)
* Added a huge block of glass to restrict the court. However the gray area can still be accessed via the back of each team's respective courts (this was done on purpose)
* Spawn area walls have been thickened slightly, should stop thin wall exploiting
* Renamed map to avoid conflict with another map named pyro_tennis
* Instant respawn
b3-b4
* Lighting added
* Overlays suddenly work due to the lighting
* Lamp props added
* Glass area split into half for each team
* Building now situated underground
* The outside world is now set in a Dustbowl-style area instead of a city (no props though)
* Added playerclips to the tops of the resupply cabinets
* Completed the thing around the spawn exits that was only 2/3 finished in b3
* Respawning sentries added in each team's glass area
b4-b5
* Cubemaps added. This means a number of things:
- The pink/black checkerboard reflections on things such as the spy's knife and the exit signs are mostly gone
- The main floor is shiny
* The overlays on the floor have been changed, and therefore work properly under DX9 now. (DX8 users did not have this problem)
* Soldier/demoman area raised to prevent others from gaining free health/ammo
* The warning thing you see surronding capture areas have been placed below the soldier/demoman area, as its increased height makes it harder to judge its position
* Numerous decorations added
* Light props in spawn rooms changed to the same ones as the court area ones
* Exit unblocked, but don't expect to get anywhere near the outside world
* A few nobuilds added (but not to the court area)
* The walls in the court area now have a black line on the bottom, like in the real maps. (But no colouring, to make it generic)
b5-b6
* Optimization...
* Advertising from the TF2 world!
* Lights have that nice spotlight effect that the official maps have now
* Spawn rooms texturing changed a bit
b6-b7
* Minor texturing changes
* Tournament mode (accessible with god mode by jumping through the blu spawn ceiling)
b7-b7r1
* Very very minor changes
If you by any chance host this map on a server, I would be glad to know about the server ^_^
Decompilation of my map is NOT allowed. Please give the ENTIRE zip file when distributing, that is, including this readme. |
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