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New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 05 Aug 2011, 01:04
by knorke
version 2, fixed for spring 95:
http://springfiles.com/spring/spring-maps/downcount-0
http://www.youtube.com/watch?v=kKO9h-gG4Qg

A map where you can tech up in peace.
And then you can watch stuff blow up!
-No units can pass the magical wall until the timer is up.
-No weapon can fire before that time either.
-The map gives you full vision of your enemy.
There are
mapoptions to set how much build area the teams gets at start.
You can also disable the blocking of weapons and have an artillery war.
Kbots can go anywhere, vehicles can only use the ramps. (tested in BA & XTA)
Meant to be played Top vs Bottom.
For the XTA players who were in the 2 test games:

Delete the old version of the map
This one has the timer bug fixed.
Thanks for testing.
cookies for first person who finds a way to cheat.
Re: New Map: DownCount (ultimate tec2fus map)
Posted: 05 Aug 2011, 02:25
by knorke
there is a bug that sets reload time of every weapon to 1 second.
supereffective bertha was supereffective.
uploading fixed version in some moments...
Re: New Map: DownCount (ultimate tec2fus map)
Posted: 05 Aug 2011, 02:44
by knorke
fixed. (for real i hope)
download stays the same:
http://springfiles.com/spring/spring-maps/downcount
new file name is DownCount_v1.sd7 (you can keep old file but there is not much use for it)
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 05 Aug 2011, 11:22
by hoijui
me likes!

Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 06 Aug 2011, 18:29
by CarRepairer
5... 4... 3... 1...
OFFBLAST!
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 06 Aug 2011, 22:17
by oksnoop2
*note* does not work with Conflict Terra.
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 07 Aug 2011, 03:13
by knorke
what fails in CT?
did not test with CT because I have yet to redownload everything after reinstalling and wanted to get done.
Figured the map would be too small for CT anyway, you'd better make a new CT_ map and c&p the Lua (with whatever fix is needed)
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 07 Aug 2011, 05:29
by oksnoop2
Mining does not work. I think it's because attacking is disabled? or something like that.The miners mine but no metal is gained.
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 07 Aug 2011, 12:55
by hunterw
I bet noobs will jizz all over this map
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 07 Aug 2011, 17:26
by knorke
oksnoop2 wrote:Mining does not work. I think it's because attacking is disabled?
doh, of course. Forgott about that. The map would need a list of units which it should not block...
For now, there is an mapoption called "Cease-Fire", you can set it to "No" to not block weapons.
Then mining will work but of course other units will be able to shot too, and hit the enemy if they have the range to shot to the other side.
hunterw wrote:I bet noobs will jizz all over this map
With a bigger mapsize that might very well be true.
It is the reason why I made it so small
I actually found this map somewhat difficult to play. You have to time your eco/defense/offensive very well. If you mess up you get overrun very quickly.
Like in 2v2 or 3v3 a 10 minutes nuke might be possible but it is different to say, DSD where the techers/nuke players are somewhere safe behind multiple players. On this map you are basically making the nuke silo at the front line.
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 07 Aug 2011, 18:29
by luckywaldo7
Also the nuke silo is never a surprise.
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 13 Aug 2011, 11:55
by hoijui
in NOTA, one can build at the enemies side of the wall, due to long range build towers.
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 13 Aug 2011, 13:17
by knorke
hm true, thanks.
I guess the same would be possible in gundam too.
The check is not strict enough, once you are past the middle of the map it thinks "you belong there."
Same if you have a really fast unit that can cover the distance in 1/3 of a seconde. (did not find such unit in any game though, even jumpsets are too slow)
Did you want to play the map or just test?
Unless some NOTA players speak up I wont bother to fix right now, will just keep it in mind.
There is also a less grave"exploit" in BA but it would be mean to fix it:
Maybe somebody is using it to win every game?
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 13 Aug 2011, 14:33
by hoijui
just tested, no need to fix it.
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 13 Aug 2011, 15:23
by PicassoCT
its all one big hoax, i played it, there is no count with down-syndrom, i checked every buildoption there is.
Just the ba-equivalent of the berlin wall.
Re: New Map: DownCount (ultimate tec2fus map) [fixed for real]
Posted: 18 Aug 2011, 23:49
by 1v0ry_k1ng
this looks sweet!
Re: New Map: DownCount (ultimate tec2fus map) [fixed for rea
Posted: 08 Dec 2013, 01:39
by knorke
version 2, fixed for spring 95:
(and fixed for zK in spring 91.0)
http://springfiles.com/spring/spring-maps/downcount-0
some weapons were not disabled correctly.
---
zK 1.11.13 with spring 95, units can jump over the wall. They kind of glitch around/go very high and end up in random places.
zK uses spring 91 and other mods that use spring 95 have no jumpers afaik.
So not so important at the moment. But still...any ideas?
Re: New Map: DownCount (ultimate tec2fus map) [fixed for rea
Posted: 08 Dec 2013, 09:49
by PicassoCT
gota catch them all knorke-mon
select units in rectangle?
If enemyTeamID== teamID then
suddenDeath()
end
Re: New Map: DownCount (ultimate tec2fus map) [fixed for rea
Posted: 08 Dec 2013, 19:29
by Anarchid
less murderous: allowcommand -> deny jump into forbidden area, like you already cannot into water
Re: New Map: DownCount (ultimate tec2fus map) [fixed for rea
Posted: 08 Dec 2013, 20:10
by Kloot
any ideas?
Your
gadget toilet-paper dispenser uses MoveCtrl.SetPosition without canceling a unit's speed.
In general
MoveCtrl toilet accessories will interact unpredictably with units that are being moved around by application of impulse(s) like ZK jumpers.