Meowcenary

Gaben's Own Aimbot
Contributor
The two massive vehicles are moving, or give the illusion of moving. Falling off the map causes the player to become more and more distanced from the convoy until they either die from the map damaging them or are teleported back onto the map.

This "movement" of the trucks causes the following issues:

Bosses who fall off the map can get wedged in front of these tires on both convoys and take massive damage (note there are more sets of tires not pictured here):
6EhOmML.png


The "grills" on the front of the vehicles allow players to hop down inside the grill, stand on a bar inside and knock any bosses onto the map floor causing them to take massive damage.
(front grill view):

Oz37uYC.png


(inside picture of grill. Heavies/players stand on the two bars inside the grill, one highlighted below and knock the boss onto the map floor):
kijjbFF.png



Two non-player created sentries on the front of both vehicles will attack red and blue players respectively. I suggest they be removed as some unsuspecting non-boss players will get mowed down by said sentry if not destroyed:

LLlOQUQ.png


If a boss/player falls off the vehicles and hits either invisible wall on either side of the map they will not be teleported back and will be stuck in a corner of the map, unable to get out (note my engineer being stuck in the corner of the map):
HBoa7LR.png


Occasional rocks will appear on the floor of the map. If a boss/player is hit by one of these rocks before being teleported, they will be clipped outside the map making them unkillable:
2Ubbfg2.png


(After hitting a moving rock you will be clipped outside the map)
HbU5OHM.png


Bosses / players who survive the drop onto the map floor will be teleported to a platform. Spies camp this spot for backstabs, and bosses are spawned directly on the platform allowing Engineers to physically trap them with teleporters and deal massive damage by telefragging them:
bsyC5gi.png


Scouts can constantly double jump in front of the convoys, preventing the map from sending them backwards or killing them. This allows Scouts to delay the round indefinitely:
(don't have a demonstration, but this is where it happens. They double jump in front of the convoy, keeping the map from sending them backwards to be killed or teleported):
gmUUqYg.png

 
Last edited:

some-mapper

Uncharitable Spy
Mapper
I should be able to do this easily.
One question though, I'm not quite sure what you mean for your last image. Are the scouts jumping back and forth between the convoys, or something else?
 

Meowcenary

Gaben's Own Aimbot
Contributor
I should be able to do this easily.
One question though, I'm not quite sure what you mean for your last image. Are the scouts jumping back and forth between the convoys, or something else?

They're going to the front of the convoy, jumping off the convoy entirely and landing on the ground below. When they reach the ground below they'll spam their double jump and hold down W in the direction the convoy is "moving" which prevents them from being pushed back.

I also have most of the bugs on a demo if you need to visually see what I'm talking about. It's a long demo but I can give you demo ticks
 

some-mapper

Uncharitable Spy
Mapper
Oh wow, for some reason the textures didn't get packed, I'll recompile the map now.
And what do you mean pushes hale back?
 

Percilius

Totally Ordinary Human
Contributor
FF2 Balancer
Oh wow, for some reason the textures didn't get packed, I'll recompile the map now.
And what do you mean pushes hale back?
He's probably talking about the air physics of the map. Because the train keeps moving in a straight direction. Most of the times when the hale jumps at a certain height he gets pushed back.
 

some-mapper

Uncharitable Spy
Mapper
Well, technically the train is stationary and the textures around the train are moving (and the ground has a trigger_push). But I can see there is a bunch of trigger_push's in the sky as well, I left them there because I didn't know if they were needed. I guess I should just remove them since they are not needed? Someone let me know.

8138.jpg
 

KinCryos

TF2 Admin
Contributor
Mapper
Well, technically the train is stationary and the textures around the train are moving (and the ground has a trigger_push). But I can see there is a bunch of trigger_push's in the sky as well, I left them there because I didn't know if they were needed. I guess I should just remove them since they are not needed? Someone let me know.
I'd remove them, or at least set the speed to something really low (if the Once Only flag is set, un-set it). real-life physics states that even if you're matching the velocity of a moving object and jump high enough from it, you wouldn't suddenly get hit with a sudden change in velocity that would completely halt your horizontal momentum.
 

Meowcenary

Gaben's Own Aimbot
Contributor
Well, technically the train is stationary and the textures around the train are moving (and the ground has a trigger_push). But I can see there is a bunch of trigger_push's in the sky as well, I left them there because I didn't know if they were needed. I guess I should just remove them since they are not needed? Someone let me know.

8138.jpg

I don't see why they'd be needed for VSH in the sky. I'd remove the sky ones