Archive for category Gaming

[Map Release] CTF_Mercy_a2

Mercy is a simple CTF map meant to tackle the flaws of traditional CTF in TF2.  I figured another stab at CTF wouldn’t

hurt… can’t let everyone else have the fun.  Looking for playtesting and comments.

Features
-Small, very fast paced, reduced spawn timer
-11 second flag return timer
-Respawn with significantly separate exits, none in the path of the intelligence
-Several viable attack routes
-Bases that aren’t deep and intricate that result in stalemates

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).

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TF2 Low FPS Fix - Antivirus

There is a post on the Steam forums about increasing FPS in TF2 by creating an exception in your antivirus for the application cache folder that is accessed very frequently.  This looks very useful.

http://forums.steampowered.com/forums/showthread.php?t=1093560

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Remakes, Movies, and Video Games

This movie article is a direct reflection of what happens in video games.  Having made several level remakes myself, it rings true:

http://www.hollywood.com/feature/Remakes_Reboots_and_the_Death_of_Original_Thought/5734395

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Domination - With Flags

I’m working on a newer game mode since Valve finally decided to add my request for OnPickupTeam1 and 2 to item_teamflags (it only took a year!).  I’ve basically finalized the entities of the mode.  It has the domination scoring setup with percentages, but contains only 1 flag.  It is similar to KOTH, but it has certain twists.

DOM_ w/ Flags Features:

  • 1 central flag that’s neutral
  • If a team holds for 25% straight, the flag automatically returns (warning at 5% remaining)
  • Team that reaches 100% domination points wins the round
  • Percentage increase by 1 when a flag is held every 6 seconds.  A full round would take ~10 minutes if one team held the entire time
  • Flag return time is 5 seconds

Obviously, a good map is key to bringing out the fun in this game mode.  A good centralized playing area will be needed, with an elevated flag that can’t be easily camped.  Spawns should be far enough away so they don’t play a huge factor in grabbing the flag and creating a huge fortified defense, but not too far.  The spawn doors should probably be higher up and not have a lot of ground around them so that they don’t breed that sort of gameplay.

I’ll release a prefab for this once I get the map done.  It would be nice to see more dom_ type maps.  The original dom_ prefab by TheBladeRoden is a bit messy because it includes a jail system and the one used in Canalzone is heavily modded.  This one is even more different.

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