Mr. Blip is making something...

Like such as the NIPPER
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Mr. Blip is making something...

Post by KoD » Tue May 18, 2010 4:26 pm

Something big...

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Re: Mr. Blip is making something...

Post by MrBlip » Tue May 18, 2010 4:26 pm

IT'S A BOX
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Re: Mr. Blip is making something...

Post by MrBlip » Tue May 18, 2010 4:56 pm

Image

This is ONLY THE BEGINNING!
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Re: Mr. Blip is making something...

Post by A Ninja » Tue May 18, 2010 5:18 pm

pl_cocktrain I hope.
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Re: Mr. Blip is making something...

Post by MrBlip » Thu May 27, 2010 1:00 pm

PROGRESS (slow but it's there)
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BUT WAIT! THERE'S MORE!
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Re: Mr. Blip is making something...

Post by MrBlip » Thu May 27, 2010 2:20 pm

I'm also sad to say I'm not sure how I'm going to be able to implement the holobridge in KoDs screenshot. Only way I can get it to look cool is if I use fucktons of math_counters and logic_timers, and I'm not sure how well the server would like that.
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Re: Mr. Blip is making something...

Post by Why? » Thu May 27, 2010 6:43 pm

I don't know why, but I smell sniper whoring on this map...
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Re: Mr. Blip is making something...

Post by MrBlip » Thu May 27, 2010 9:10 pm

Why? wrote:I don't know why, but I smell sniper whoring on this map...
All of the sniping spots have limited view of the actual objective area, and very limited view of spawn areas, unless you like being at ground level out in the open. I'm also being careful about available sentry locations - I don't want too many choke points in this relatively small area.

The only thing I'm worried about is the first red spawn in relation to the track, the first point, and blue spawn.
In the first picture:
  • red spawn = upper middle area (one spawn exit in top floor center building, one spawn exit at the end of that track heading up that way)
  • blue spawn = upper right corner
  • first point = upper left corner
Basically that area around the red spawn is going to go in one of four ways:
  • horribly bad for the red team (spawn killing red - I'm hoping this won't be a problem with that 2nd spawn door in that building)
  • horribly bad for the blue team (red can get to the cart and stop it because it's RIGHT THERE)
  • stalemate
  • how I want it to - act as a choke point that IS possible to get through
Once the cart is passed the red spawn, it kind of puts the blue team in a unique situation. The red team is spawning behind them, so it could be an easy ride to the point. However, the red team is also in between the cart and reinforcements. If the red team can kill the whoever is left at the cart, they can essentially restart the chokepoint outside of their spawn.


Then there is an elevator leading up to the 2nd part of this stage. The clock will be stopped for the duration of the elevator ride, and everyone on the bottom will die and respawn up top...maybe. I am unsure of the exact specifics of how I'm going to do this right now....I'll worry about that later. I want to get this first part all worked out and lookin nice.
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Re: Mr. Blip is making something...

Post by Why? » Sat May 29, 2010 4:32 pm

MrBlip wrote:The clock will be stopped for the duration of the elevator ride, and everyone on the bottom will die and respawn up top...maybe.
That would be bad for a demo who is holding on to some heads, a medic with a full or close to uber, a solly with full rage, etc. Do have that "maybe" in mind.

Also are you going to be adding more to the last cap point? From what i'm seeing it's a very open spot for snipers, red from up top can snipe from uphill and blu from downhill.
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Re: Mr. Blip is making something...

Post by Sidecutter » Sat May 29, 2010 8:11 pm

Somebody's baking brownies?
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Re: Mr. Blip is making something...

Post by MrBlip » Sat May 29, 2010 8:57 pm

Why? wrote:That would be bad for a demo who is holding on to some heads, a medic with a full or close to uber, a solly with full rage, etc. Do have that "maybe" in mind.
I need some way to get players from down below to up top. The two ways I can do this:
  1. The cool awesome way - BIG EXPLOSIONS EVERYWHERE on the bottom part, killing everyone and forcing them to respawn on the top part (except for people in the elevator - they will be safe and have a nice elevator ride). From here:
    • Blu team will be stuck in a respawn room while Red has a chance to reset on that top part. Sort of like a setup in the middle of the map. This will address the uber charge issue, but demomen will be SOL. Timer would be paused until elevator is up top.
    • Gates are open for immediate action, no setup. Can not interact with objective until elevator and cart are up. Should timer be active? Or should timer be paused until cart gets up top?
  2. The not so cool way - everyone on bottom gets teleported up to their respected respawn rooms. The same setup or no setup question applies.
Why? wrote:Also are you going to be adding more to the last cap point? From what i'm seeing it's a very open spot for snipers, red from up top can snipe from uphill and blu from downhill.
I'm not sure what I'm going to do there yet. I've stopped working on that part and went to refining the other parts of the stage.
Sidecutter wrote:Somebody's baking brownies?
No brownies, but I think you have the idea.
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Re: Mr. Blip is making something...

Post by Cc_Hairy » Mon May 31, 2010 2:14 pm

MrBlip wrote:�������������������������������������������������������������������������������������������
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Re: Mr. Blip is making something...

Post by Waterbear » Mon May 31, 2010 2:17 pm

Ya'll should check out Mr.Blip's previous work on www.mrblip.com
He truly is a master
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Re: Mr. Blip is making something...

Post by CallMeVexed » Mon May 31, 2010 2:28 pm

Waterbear wrote:Ya'll should check out Mr.Blip's previous work on http://www.mrblip.com
He truly is a master
that cakes looks shopped
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Re: Mr. Blip is making something...

Post by MrBlip » Wed Jun 02, 2010 11:55 pm

Image
I'm gonna smooth this shit up and make it look nice and neat and stick it in my map.
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