Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

27138 Posts in 1555 Topics- by 2037 Members - Latest Member: Porkley

June 19, 2013, 03:33:43 AM
Team Meat ForumsGeneral StuffVideo Games![TF2 x Super Meat Boy] The Movie: The Game
Pages: [1] 2
Print
Author Topic: [TF2 x Super Meat Boy] The Movie: The Game  (Read 1736 times)
Deity
Level 0

Posts: 13



View Profile
« on: May 24, 2011, 06:09:44 PM »

Well, Hi people and nice to meat you (avo/id the o/bv/io/us pun , but if you got that last one then you are awesome.)

I am a TF2 mapper who loves original maps and unorthodox concepts. I discovered Super Meat Boy shortly before the #PotatoFoolsDay and fell in love with that challenging "but fair" game.

So an idea come across my head, which I decided to make my next "big" project: A Super Meat Boy TF2 map. The project has been going on for 2 weeks, and I already finished the first two worlds.

Here is the first week's video. I should upload the Hospital's preview within 24h

The final version will be a cp-ctf hybrid, with a "room" and "world unlocking" system and...oh well, It would take a good amount of line to describe how the map works so I'll first ask how does the idea of this map coming alive makes you feel?


Also, here, have a dr. Fetus.
« Last Edit: May 24, 2011, 06:13:32 PM by Deity » Logged
Norfair
Level 2
**
Posts: 279



View Profile
« Reply #1 on: May 24, 2011, 08:13:35 PM »

That is so epic, Really!
Ill start checking this to see if there are any updates from now..
Logged

I Gots Powers 

Used to be Pwn Doctor, if anyone remembers me..
StealthAngel667
Level 4
****
Posts: 442


^More tea, sir?


View Profile
« Reply #2 on: May 24, 2011, 11:01:03 PM »

The map looks pretty good, I must say.
But TF2? Really? If you want at least some intelligent opinion on this, pick a game that's not as overdone. Because otherwise, your video is going to get lost between all those terrible TF2 videos on Youtube.
Logged

Deity
Level 0

Posts: 13



View Profile
« Reply #3 on: May 24, 2011, 11:40:16 PM »

But TF2? Really?

3 reasons on why I choose TF2:

1 - I am a Source mapper, using Hammer, so I can only map for CS:S, HL2, Portal 1&2, L4D 1&2 and TF2.
2 - Of all the above listed games, TF2 is the most interesting because of the class based gameplay and the competitive setting of the RED and BLU war. And the characters of the TF2 universe are priceless.
3 - Sawblades.

And that is because there is a high risk that the interested people may not find my channel on youtube that I am posting about it here :)
And if you want another reason, the newly added replay editor makes it way easier to provide footage of my map. Tonight we're gonna make some recording on the test server.
« Last Edit: May 24, 2011, 11:44:49 PM by Deity » Logged
Maruhai
Level 5
*****
Posts: 1287


Super Bulldozer Adventure Supporter


View Profile
« Reply #4 on: May 25, 2011, 09:41:30 AM »

Also, here, have a dr. Fetus.
What sick man sent fetuses to fight !

EDIT I JUST REALIZED YOU ARE THE CREATOR OF THAT HAKUREI SHRINE MAP, PLEASE LET ME WASH YOUR SHOOES.
« Last Edit: May 25, 2011, 09:46:23 AM by Reginald Fils Aime » Logged


Zarkith
Global Moderator
Level 4
*****
Posts: 428


Edmund is best pony


View Profile
« Reply #5 on: May 25, 2011, 09:56:03 AM »

A cp-ctf hybrid? Sounds like ctf_vector.

The final version will be a cp-ctf hybrid, with a "room" and "world unlocking" system and...oh well, It would take a good amount of line to describe how the map works so I'll first ask how does the idea of this map coming alive makes you feel?

What if you tried explaining it without trying to make the mapping terminology understandable to those who have never used Hammer? :3

I can't wait to play this map, but from what I saw in that trailer it looks like there's going to be some spots that'll be tricky for heavies to navigate. I hope you've taken into account the jump height and speed differences of the classes.
http://developer.valvesoftware.com/wiki/Team_Fortress_2_Mapper%27s_Reference


And that is because there is a high risk that the interested people may not find my channel on youtube that I am posting about it here :)

You should post it on Facepunch then. You'll get much more exposure and feedback than you would here.
Logged

Deity
Level 0

Posts: 13



View Profile
« Reply #6 on: May 25, 2011, 08:54:23 PM »

Haha, when I make semi-public tests of the map, the n°1 way to make everybody rage on the server is to remember them that I was able to make it as Heavy.
So yeah don't worry, both the Forest and the Hospital are made so that any class can do it. It requires some thinking sometimes though.

Well, so here is the basic idea of how the map works: Akin to the late cp_bestinclass_v2, both teams spawn in a room, separated by a glass window, and each of those rooms has 5 teleporters and 1 gate.

At the beginning, the only available teleporter is The Forest. When the player enter it, he access the first room of the Forest parcour. Note that he can go back from this room to the spawn. To access the Forest's control point, the players must go through 4 "rooms" full of saw blades and such. The sawblades behave like those in koth_sawmill (noise, blood particles) but they don't kill the player. Instead, the player gets teleported to the entrance of the room and can directly try again.
The only way a player can die is in the Control Point room where the traps (and the Boss, Lil Slugger) or the other team's players who reached the room too can kill him.

When a team captures the CP, its players can directly access The Hospital, while the other must wait 45 seconds, unless they manage to re-cap the point, in which case they can go directly.

Each world has its own kind of traps (from saw blades to syringes, from mobs to ventilators), its own soundscape (the huge file size is half because of the music), then, when the End's gate is unlocked in the spawn room, the game becomes a CTF where the only team who can captures the Intelligence (self-made Bandage Girl model) is the one who owns the most control points. That's why the previous worlds stay always unlocked, so players can team to go and reclaim some of their CPs.

The game ends when one team has captured bandage girl 10 times (might change).

Oh and also, when a world unlocks, Its CP stays locked for some minutes to avoid giving sticky jumping demomen and soldiers and overwhelming advantage on Heavies and other class.

note: engineers won't be able to build in the 5 first worlds. For obvious reasons. Unless the map becomes a mod and I can control what kind of buildings they can make.

In short it is more of a party-game like map which gets funnier the most players there is. I hope I can show it to Team Meat once it's all over.



I'll wait a little before talking about the map on Facepunch. I want at least the first 3 worlds finished. Also, the feedback I want from TF2 players, I have it every days on the daily tests.
This allows me to equilibrate the map at each version.
Here I want feedback from "fans and players" of super meat boy :)

Also, here, have a dr. Fetus.

EDIT I JUST REALIZED YOU ARE THE CREATOR OF THAT HAKUREI SHRINE MAP, PLEASE LET ME WASH YOUR SHOOES.

Wait what? *checks TF2stats* WUT The map actually became popular!? I'M SO HAPPY  

As a side question, did you find how to trigger the secret music?
« Last Edit: May 25, 2011, 09:01:36 PM by Deity » Logged
Deity
Level 0

Posts: 13



View Profile
« Reply #7 on: May 26, 2011, 03:27:14 AM »

bump: second milestone video is out!
Logged
Maruhai
Level 5
*****
Posts: 1287


Super Bulldozer Adventure Supporter


View Profile
« Reply #8 on: May 26, 2011, 07:28:02 AM »

As a side question, did you find how to trigger the secret music?
I did it twice but I don't exactly know how, I belive it's by typing Reimu is the chat because it's Reimu's theme.

This is my all-time favorite VSH map btw.
Logged


Zarkith
Global Moderator
Level 4
*****
Posts: 428


Edmund is best pony


View Profile
« Reply #9 on: May 26, 2011, 12:01:19 PM »

Haha, when I make semi-public tests of the map, the n°1 way to make everybody rage on the server is to remember them that I was able to make it as Heavy.

Also, the feedback I want from TF2 players, I have it every days on the daily tests.
This allows me to equilibrate the map at each version.

Mind if test it too? 


It sounds a bit long and needlessly complicated, but I'd have to play the map myself before giving such kinds of feedback.
Logged

Deity
Level 0

Posts: 13



View Profile
« Reply #10 on: May 26, 2011, 02:15:55 PM »

Nope, you trigger the music by shooting the bat flying above the map, once you manage to spot it :P

And it's not Reimu's theme, it is "Legend of Hourai", the 1st track of the "Dolls in Pseudo Paradise", by ZUN.



About testing the map, remember that as long as there is only the first 2 Worlds, both teams are unable to win. This is convenient so I can watch the players working on passing the traps all over again.

Here is the link for the version I sent for yesterday night's test... which I did not attend because I was too tired. :P
And the server is 94.199.183.212:27015 located in Hungary :P
If you host a TF2 server based in America and want to help with the tests too, I'd glad to hear it.

Well, I'll start working on the Salt Factory then... I need to find a way to create Homing Rockets. (Eventually, the map will maybe become a full part mod)
Logged
Devon Wargod
Level 2
**
Posts: 262


wow the warehouse is featured


View Profile
« Reply #11 on: May 26, 2011, 02:17:29 PM »

Well, I'll start working on the Salt Factory then... I need to find a way to create Homing Rockets. (Eventually, the map will maybe become a full part mod)

if you find a way let me know so I can let my friend know
Logged

let's use the signature for something
Completed Chapters: The Warehouse, Flooded Mine, Warped Zone | In-Progress Chapters: The Sahara | Planned Chapters: The Dark Warehouse
Maruhai
Level 5
*****
Posts: 1287


Super Bulldozer Adventure Supporter


View Profile
« Reply #12 on: May 26, 2011, 03:04:10 PM »

Nope, you trigger the music by shooting the bat flying above the map, once you manage to spot it :P

And it's not Reimu's theme, it is "Legend of Hourai", the 1st track of the "Dolls in Pseudo Paradise", by ZUN.
Whatever it's Reimu related music.
Also I kenevr knw there was a bat, my VSH fights must be pretty active.
Logged


Zarkith
Global Moderator
Level 4
*****
Posts: 428


Edmund is best pony


View Profile
« Reply #13 on: May 26, 2011, 04:58:16 PM »

Hmmmm... maybe if you used a point_template to spawn a func_train for the missile and had one end of its track in the missile launcher (you're on your own with that) and the other parented to the first player that activates it. You should probably use !pvsplayer instead of !activator so you don't have to fill the map up with trigger_multiples, but I guess that might end up needing triggers too. I'm gonna go try to make that and I'll let you know how it turns out.
Logged

Deity
Level 0

Posts: 13



View Profile
« Reply #14 on: May 26, 2011, 07:02:37 PM »

I tried yesterday with !activator but parenting a path_track to something else (especially something that moves) makes the func_tracktrain go in strange directions.
I'm still experimenting.

I didn't know about !pvsplayer, tell me more about it please.
Logged
Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by padexx