"Murderball" (2001) / July 30, 2001 by: TheDreadedPyro Scoring: --------------------------------------- Run to the center and grab the ball. Keep it as long as you can! You can go into any of the bases with it, but everyone will know your location! You and your team will gain a point for every 5 seconds you hold the ball. This map is designed to degenerate into complete chaos during larger games! --------------------------------------- Changes in version 2001: 1. this time the map actually supports more players... I finally remembered to change the info_tfdetect properties 2. autoturrets in respawn should be pretty reliable now 3. minor, other fixes 4. waypoints will be available for the HPB_bot in separate ZIP file Changes in version 1.3: 1. func_nobuild placed around ball area 2. fixed autoturrets tracking players through walls 3. minor changes to appearance and lighting 4. fixed the flaw in the elevator anti-camp mechanism Changes in version 1.2: 1. ball carrier may not camp in elevators 2. autoturrets await respawn campers... 3. more player starts for total of 36 4. minor additions to base interiors 5. minor visual changes to outside Changes since version 2c: 1. no more dispenser-blocked door trick 2. no more taking the ball in respawn rooms 3. added more player starts for total of 24 -------------------------------------- email comments or suggestions to me at chris@atomic-pc.com Have fun with this map! Chris Thorsten July 20, 2001 original build: November 3, 1999 version 1.2: July 20, 2001 -------------------------------------------------------------- DESCRIPTION: this is an updated version of murderball.bsp, murderball1_1.bsp, and mrdrball2c.bsp; it fixes several problems that were present in these versions. -------------------------------------------------------------- Players: 4-36 Single Player: No Deathmatch: No Team Fortress Classic: Yes New Textures: Yes New Sounds: No New Models: No INSTRUCTIONS: place the .bsp and .txt files in the \tfc\maps subfolder of your Half-Life directory. If you do not have a \maps subfolder in \tfc, create one. NOTE: I used func_wall_toggle entities, i_t_g's, info_tfgoals, and multi_managers to make the blinking arrow signs that appear when the ball carrier is in a particular base. The i_t_g triggers the multi_manager, which in turn triggers the func_wall_toggle at 0 seconds and re-triggers it again at 0.7 seconds. The multi_manager also triggers an info_tfgoal entity at 1.4 seconds, and this is set to restore the i_t_g so that the ball carrier can keep re-activating it as long as he's in the trigger boundaries (the i_t_g brushes cover the insides of each base completely). THANKS to: Lobotomy Boy; Karl Gregory Jones; RUST; Casey, Dave, Joe, Jake, Frank, Josh, Abe; Matt Perkins, who let me use his great "Seeds" font for level creation (I used it on the base sign textures); the Info_Beta team; all server ops who run this map, all players who vote to extend it, and anyone else I forgot. EMAIL me at chris@atomic-pc.com with comments and / or map suggestions. I don't have a lot of time for map making, but I'll try to answer your email at least. : ) ------------------------------------------------------------------------------ COMMENTS: Violent video games are just that- video games. They should not be taken too seriously! Much of the enjoyment from these games is in constructing the maps themselves... and, of course, talkin' trash during our highly competitive LAN playtests. Hehe. I still get pretty surly with genuinely asinine players (you know who you are / were), so don't be a llama on the internet servers... you end up ruining the game for everyone else. -------------------------------------------------------------------------------