Chex Quest Fan Forums

Chex Quest => Fan Projects => Capture Point System => Topic started by: MajorSlime on November 24, 2013, 02:08:51 AM

Title: Discussion Topic
Post by: MajorSlime on November 24, 2013, 02:08:51 AM
Hello all! I come with a set of Capture Point maps for playing! Well, a Capture Point map. I'll make more later. Or if people want to make map layouts, I can do the scripting, now that I have a set of scripts I can copy/paste.


Download: https://dl.dropboxusercontent.com/sh/h2ss6ygncjce8c8/c4oA652gmB/CPS.wad?dl=1&token_hash=AAF7Tee-BsWKKKdmhKWqtBu0X57MNP91FLBlBmcc8vHUDg (https://dl.dropboxusercontent.com/sh/h2ss6ygncjce8c8/c4oA652gmB/CPS.wad?dl=1&token_hash=AAF7Tee-BsWKKKdmhKWqtBu0X57MNP91FLBlBmcc8vHUDg)


CPS01
--------

Note: pics are very slightly outdated.
Sorry but you are not allowed to view spoiler contents.
Title: Re: Capture Point Maps
Post by: Atariangamer on November 24, 2013, 06:26:51 PM
Is it a decent script? Last time I heard about it (twas years ago, now), it was still really buggy.

At the time, I had some beginnings of a map starting (here (http://www.mediafire.com/view/8ud33x0349va77k/Screenshot_Chex_20101107_142829.png) and here (http://www.mediafire.com/view/520ikxuiidk2ac1/Screenshot_Chex_20101107_161450.png)) based on Team Fortress 2's Granary map.

Its just that I've always had problems keeping things in scale. I'd make a nice, large spawn area that could easily spawn a 6 player team or more, then I'd make the combat area the same size without realizing it. Not to mention Doom being way faster than TF2, requiring even quicker methods of getting to the 'front'. Also, moving the spawn points up as the map progresses, finding ways to minimize/eliminate spawn camping...

Shoot, if I had any mapping skill/ideas left, I'd try again.

@CPS01: I like the look of it at least!
Title: Re: Capture Point Maps
Post by: MajorSlime on November 24, 2013, 10:49:55 PM
As far as I can tell, the script is flawless. But... still have yet to test it in Multiplayer. That's where it fell apart last time XD I will admit that I have gotten exponentially better in both scripting and mapping since then. My earlier maps had a problem of being too small; there was no room to actually play. Not so here. As you can see, there is plenty of room to navigate, as well as barriers here and there (like the crates) that provide cover, yet don't hinder movement too much. Of course, again, still needs to be tested. It felt right as I went through it though.


Also, when I did the scripts last time, I tried to do too much, in a much too complicated way, without having the needed experience. I think this script will be much more stable, but we'll see.


As far as moving spawn points, well, its not needed in this map. Mainly because the capture points are literally all next to the spawning areas, but the map is designed in such a way as that it still flows from one side to the other. Interesting side note: the middle point cannot be captured until the team that wants it has both of their own side points, and so is virtually worthless in the beginning - BUT the rapid zorcher is only found in the middle. The sides only have large/super large zorchers, which don't have the range to shoot down the hallways. So even though you want to get the side points first, there is still incentive to fight over the middle from the get go. Also, this map doesn't have phasing zorchers or anything better. Not sure if this is bad or not, but it felt like it didn't need em. (It does have rockets/grenades though)


Yeah, I think the hardest point about mapping for multiplayer Doom/CQ is making sure there is enough room to navigate. You REALLY need a lot of space. Tis a lesson that took FOREVER for me to learn, as 75 knows too well XD
Title: Re: Capture Point Maps
Post by: 75 on November 25, 2013, 09:12:02 PM
you make better use of my gray / green wall edits than I do, heh. I was thinking those were ugly and useless for a while, well I was wrong about that.

I'm rather busy at the moment... feel free to reach me on ICQ (I'll send you a PM). It's easier for me to get on than Steam.

Also, a really good way to test scripts is to start a server on your own computer and join it multiple times. It can't test everything but it helps a little sometimes.

See you soon, hopefully.
Title: Re: Capture Point Maps
Post by: MajorSlime on November 26, 2013, 11:14:16 PM
Success! Turns out there WAS a bug, due to the fact that Zandronum handles spectating and re-entering differently on a server than in singleplayer.  o_O Whatever, works now.
Title: Re: Capture Point Maps
Post by: 75 on November 27, 2013, 11:58:54 PM
Are you available this weekend (thanksgiving weekend)?

I know it's a holiday, but it also happens to be the only good block of time when I'll be off until Christmas.
Title: Re: Capture Point Maps
Post by: TrueDude on November 28, 2013, 12:41:55 AM
Sorry but you are not allowed to view spoiler contents.

I find it funny people dislike associating with the stolen Chex Quest 3, but they still use some of the textures from it because T.U.C.Q. accidentally left it in. (Specifically, the pillars with the yellow and black striped warning label on them.)
Title: Re: Capture Point Maps
Post by: Boingo the Clown on November 28, 2013, 08:58:36 AM
Which pillar are you talking about?
Title: Re: Capture Point Maps
Post by: Replica on November 28, 2013, 04:34:47 PM
It's the pillars behind the point. The Image is too big, however, so you may need to scroll right to see them.
Title: Re: Capture Point Maps
Post by: MajorSlime on November 30, 2013, 10:54:58 PM
Ah, sorry. I found them in the textures and liked em; had no idea where they were from. In any case, I was just looking for an excuse to use them in the map, and they don't really work there anyways, so more reason to remove em.


Also, just got back from vacation. I can probably test it out tomorrow 75.
Title: Re: Capture Point Maps
Post by: 75 on November 30, 2013, 11:10:15 PM
Send me a message on steam whenever you're available
Title: Re: Capture Point Maps
Post by: MajorSlime on December 01, 2013, 05:53:39 PM
Don't have Steam atm, but i'm available for testing from now on pretty much. Send me a PM when you are available today, and i'll try to keep my eye on it.


Nvm, i got steam open. Message me on it.
Title: Re: Capture Point Maps
Post by: MajorSlime on December 02, 2013, 05:32:28 AM
Alrighty, map tested and it works fine :D


75, I added base colors and on-screen goal text that appears over the capture points you want and the capture points that are in danger. Also, I see that the Test server is still up. If your going to leave it up might as well use the latest version :P


This is the link for it:
https://dl.dropboxusercontent.com/sh/h2ss6ygncjce8c8/c4oA652gmB/CPS.wad?dl=1&token_hash=AAF7Tee-BsWKKKdmhKWqtBu0X57MNP91FLBlBmcc8vHUDg


I'll post it on the OP as well for those who want it.
Title: Re: Capture Point Maps
Post by: Boingo the Clown on December 02, 2013, 11:07:24 AM
I only played one game yesterday. We won despite my bumbling.

When Cybergeekr (Mastrius) got in, we ran into a problem where the percentages we not counting up up, and neither of us could capture any points.  The problem was probably scripting, and it resolved itself when I exited and reentered. (No. We were not standing on the disks at the same time.)

Mastrius did not reenter, because he was not feeling well, so I just spent a number of rounds alone familiarizing myself with the map and the rules of the game.

I noticed the game switched me back and forth between red and blue a few times, which was rather confusing.

Is it possible to make up a sound file that says "You are on Red team" or "You are on Blue team" to the player at the beginning of the round? The text message printed to the screen is so smalll at higher resolutions that it is easily missed.
Title: Re: Capture Point Maps
Post by: MajorSlime on December 02, 2013, 08:08:49 PM
Hmm, could be possible.


As for the percentages/couldn't capture, I actually haven't run into that problem before. From what it sounds like, either you somehow weren't on a team (the less likely scenario), or the continual script for point capturing that supposed to run at all times stopped (more likely). I have no idea why it would happen, but since you both left and then you re-entered, the server reset the map, causing a complete restart, and starting the script up again.


Also, you can always press \ ingame to get a scoreboard that tells you what team you're on. (The switching is because it randomly picks a team for you every time a new game starts).
Title: Re: Capture Point Maps
Post by: 75 on December 04, 2013, 10:55:37 PM
I sort of like the idea of an autobalance script but you'll need to fix that so that it doesn't keep punting a single player from team to team -- that doesn't happen if its 7 v 6 or something right?

Also we'll need to test that.... and I'd want it to be optional triggered through a server variable, defaulting to off, because I think it should be up to the server hosts whether to use it or not. Sometimes it's advantageous to have uneven teams if one set of players is better than another.
Title: Re: Capture Point Maps
Post by: MajorSlime on December 09, 2013, 03:31:25 AM
I just noticed your post >_<


It doesn't punt people. At least it SHOULDN'T. It should only change on Entering - joining from spectating, or the beginning of a new game. I've never had that happen to me - have you? I know Boingo said something about it ingame, but at the time I thought he was talking about the fact that your team can change every new game (see below).


As for the autobalancing... that script only exists because for some reason Zandronum wouldn't let you choose a team - "Can't change team during campaign" - even though it was a TeamGame. In fact, you couldn't even join the game by choosing Red or Blue (like joining a CTF game), meaning you couldn't join the game at all. It's weird and I have no idea how to fix it. You can always use the Switch Teams option under the Multiplayer menu though; it seems to work.


I suppose I can have a spawn room for first entering with colored alcoves for the team, so you can choose it. Let me know if you want that.
Title: Re: Capture Point Maps
Post by: 75 on December 09, 2013, 08:56:27 PM
I thought I saw it do it to me when I joined the server myself but I'm starting to doubt it,

I honestly don't remember, sorry... you might just have to disregard that, I didn't write it down and I've got a lot going on right now.

The game not offering you teams when you join doesn't make any sense... I really thought that worked with ACS_TeamGame; it worked for the old capture point map, I wonder why it doesn't work here?

There's probably some extra setting you need to set in the server (something like teamplay true, teamgame, <map restart> ?) to make it a ACS team game that I'm not remembering.
Title: Re: Capture Point Maps
Post by: MajorSlime on December 09, 2013, 09:20:16 PM
IDK. It actually might work fine. I remember the Switch Teams option not even working when I tested, but I tested without a server when it was doing that, so that might be it.


The second map is coming along nicely though :) I've got almost an entire half of it done, which I can just copy/paste and mirror on the other side when it is.
Title: Re: Capture Point Maps
Post by: 75 on December 09, 2013, 11:30:39 PM
Glad CP02 is coming along, keep up the good work and this should be a lot of fun
Title: Re: Capture Point Maps
Post by: MajorSlime on December 26, 2013, 05:58:38 AM
Progress!


First things first, news of CPS02. I would post a screenie, but its hating me currently... In any case, CPS02 is done. Its kind of a high resource intensive map due to a lot of 3d floors, so only those with good hardware can play it. I plan on making a few maps like this, but not many, so that most maps can be played by everyone.


In other news, I managed to turn the entirety of the scripts for Capture Points into a library. What does this mean? It means its ridiculously easy to set up your own maps, and that I only have to change one section of code when the scripts need to be fixed for any reason. All you do is have ' #import "CPLIB.acs" ' at the top of your maps acs, and then use a couple of functions to define the locations and details of the points, such as defineCapturePoint(), defineChange(), and defineConnection(). These define a new capture point, define an aesthetic change when a capture point changes hands, and define a pre-requisite point for another point, in the same order. I will change the OP eventually to include a small tutorial for those that are interested.


I also changed the team selection so that you spawn in a room where you select your team by walking into colored arches. This replaces the auto-balancing team selection script that was previously in place.


Not much more new than that, I think.
Title: Re: Capture Point Maps
Post by: 75 on December 26, 2013, 01:58:54 PM
Sounds good so far, still not sure why the built in team selection wasn't working
Title: Re: Capture Point Maps
Post by: MajorSlime on January 23, 2014, 06:38:03 PM
I thought I'd post an image of CPS02, since I finally managed to get one XD


(https://www.dropbox.com/s/62eemcwaz7hb9n6/CPS02_01.png)


Also, of a note, I keep noticing that the spoiler tags are backwards when you create one via button. Like, (/spoiler)(spoiler) vs (spoiler)(/spoiler). Also, it creates unnecessary /size tags that mess up. I should probably report this in that post where your supposed to report things...

Sorry 'bout the large image, couldn't get the spoilers to work for some reason... (couldn't get it to open)

Also, dropbox images are REALLY hard to get a link to >_<
Title: Re: Capture Point Maps
Post by: xbolt on January 23, 2014, 08:35:53 PM
The spoiler tag button works normally for me. What exactly are you doing when they mess up?
Title: Re: Capture Point Maps
Post by: MajorSlime on January 23, 2014, 10:08:40 PM
Idk, I just click. Its been happening to me for a while.
Title: Re: Capture Point Maps
Post by: 75 on January 23, 2014, 10:31:48 PM
I use imgur for images and I highly recommend it

Also when I take that link apart part of it is https://dl-web.dropbox.com/get/Screenshots/CPS02_01.png which gives me a 403 error; are you sure this is a file you're sharing publicly or something? I don't use dropbox, so I'm not sure.
Title: Re: Capture Point Maps
Post by: MajorSlime on January 24, 2014, 12:34:06 AM
It is publicly shared, but don't ask me about the exact link. I really have no idea what link it is; i just tried a bunch until I found one that worked. Is the picture showing up for you guys?
Title: Re: Capture Point Maps
Post by: 75 on January 24, 2014, 06:46:04 PM
It's just a blank space for me unfortunately
Title: Re: Capture Point Maps
Post by: MajorSlime on January 25, 2014, 04:42:43 PM
Here's a direct link to the picture then. I hope it works.


https://www.dropbox.com/s/62eemcwaz7hb9n6/CPS02_01.png
Title: Re: Capture Point Maps
Post by: 75 on January 25, 2014, 05:36:41 PM
it works, it looks good

EDIT - I'm home until Wednesday if you want to test it. I might be able to find some time
Title: Re: Capture Point Maps
Post by: MajorSlime on January 31, 2014, 10:38:24 PM
Here's a small spoiler picture of CPS03 :D


Sorry but you are not allowed to view spoiler contents.


A bit too much gray than i'd like. I'm considering just switching the floor to a dirt-style texture. Also, please not that that is not the actual sky I will be using. Just haven't bothered to switch it out yet.
Title: Re: Capture Point Maps
Post by: 75 on February 01, 2014, 11:41:13 PM
Be very careful with something that complicated (with the slopes in the background), the last time I saw something like that it slowed down the frame rate horribly.

Also remember that slopes on floors will make fighting much harder, seeing that I'm concerned that the lower area will be sort of an ice skating rink in what might be an important combat area.

Aside from that I think that's a very bad texture to use for slope thing'd floors, it lacks definition and sort of turns it into a big blob. After a lot of experimentation with slope thing'd rocks as decoration I don't really use them anymore, they're good for sand and dirt but not much else.
Title: Re: Capture Point Maps
Post by: MajorSlime on February 02, 2014, 01:31:39 AM
I'm being careful to keep the slope gradual in the fighting areas, to minimize the skating rink. As far as definition, yeah, i'm going to change the canyon floor to a dirty texture that tiles/looks better. As for the mountains... considering toning down the amount of slopes and adding in more simple cliffs, both for frame rate and for variety.
Title: Re: Capture Point Maps
Post by: MajorSlime on March 12, 2014, 07:40:06 PM
Mark II


Sorry but you are not allowed to view spoiler contents.


So yeah, more prettiness and less slopes along the actual path :P
Title: Re: Capture Point Maps
Post by: 75 on March 14, 2014, 04:31:05 PM
That looks really nice CM, I'm still concerned about fps lag with the sloped areas around the map, but I guess we'll just have to see
Title: Re: Capture Point Maps
Post by: MajorSlime on March 14, 2014, 05:49:21 PM
My current decision is to wait until its playtested, and if people report significant framerate drop, i'll switch the sloped mountains for cliffs.
Title: Re: Capture Point Maps
Post by: 75 on March 15, 2014, 02:34:03 PM
My current decision is to wait until its playtested, and if people report significant framerate drop, i'll switch the sloped mountains for cliffs.

That sounds like a good idea; I know some people who have frame rate issues in maps with a lot of sectors (dusk) that I can try to invite to testing if you want.
Title: Re: Capture Point Maps
Post by: MajorSlime on March 15, 2014, 03:28:42 PM
K. Lemme actually get the map playable first though :P XD
Title: Re: Capture Point Maps
Post by: MajorSlime on May 14, 2014, 03:51:43 AM
Spoilers of both CPS04 and CPS05


CPS04 (needs a lot of aesthetic detail work still, but is in a playable state):
(http://i.imgur.com/H75A8Ji.png)




CPS05 (pretty much done):
(http://i.imgur.com/jU4cazX.png)(http://i.imgur.com/LsrYuab.png)


CPS05 has a lot of moving parts and platforms, creating a real "busy factory" feel. I think it'll be interesting to play on :P Also, first map with different capture point areas (the red and blue homebases, which are both large zones instead of a single point). CPS04 on the other hand is a small quick-paced downtown city themed map.
Title: Re: Capture Point Maps
Post by: 75 on May 14, 2014, 07:03:12 AM
CPS05 looks quite nice, looking forward to seeing how it plays
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 15, 2014, 11:48:11 AM
ERRGHH I SO WISH I WAS ABLE TO DOWNLOAD ALL OF THOSE MAPS  :lolwut
Title: Re: Capture Point Maps
Post by: Boingo the Clown on May 15, 2014, 08:55:07 PM
Me too.
I only played one real game of it way back before Christmas and I had a lot of fun.

I would sure like to play again soon.
Title: Re: Capture Point Maps
Post by: MajorSlime on May 16, 2014, 03:19:21 AM
Well, maybe after we get these latest ones tested, I can release what I have, and maybe 75 can host them? :P


On that note, maybe we should setup a public date/time to test. Since 75 is the most busiest, what times are good for him first?
Title: Re: Capture Point Maps
Post by: 75 on May 17, 2014, 07:00:36 AM
There is a real downside to having this job... I'd be happy to help you guys test, but...

I only really have less than 2 hours off a day, unpredictably,  from either around ~4:30 AM to 6:30 AM or from 7 PM to 9 PM EST depending on whether I decide to go to bed right after work. This is every day including weekends for an undefined period of time (i.e., months) with the exception of extremely random and rare weekends off.  :facepalm

It's really limited my progress in a lot of ways and truthfully I'm not sure if this sort of schedule is going to be something I want long term. I don't mind long hours on occasion to get something done but it's been like this since October and there's no sign of an end to this.

Lately I've found that I get more done if I sleep first and get up early, but if you guys pick a day I'll not do that just for that day.

You guys pick a day,  I'll try to make it, there's probably about a 30% chance of me actually being able to attend. If I'm on ICQ I'm available.

EDIT:

Sorry but you are not allowed to view spoiler contents.
img

I find it funny people dislike associating with the stolen Chex Quest 3, but they still use some of the textures from it because T.U.C.Q. accidentally left it in. (Specifically, the pillars with the yellow and black striped warning label on them.)

I was the one who put that texture in chex pack, I did take it from TUCQ (credit given), I did not know it came from stolen chex 3, but in this case I'm not sure it's important,  the caution texture is so generic it's almost not copyrightable.

If that texture or any other texture was used in a way the original artist does not allow, and I get a complaint, I'll remove it; I haven't received any complaints yet, though.
Title: Re: Capture Point Maps
Post by: MajorSlime on May 17, 2014, 07:39:14 PM
Its funny, I removed that texture simply because it was hard to fit in with the rest of the CQ3 textures. To be truthful, it really doesn't fit in with anything; I've tried. Its too gritty.


Other note: Well, we might have to test it without you then, 75 :/ IDK. Anyways, what days in the next couple of weeks work for you guys? Anyone who wants to help test, post the days that work for you, falling between 7 PM - 9 PM EST, in the next.... say 3 weeks. Then we'll pick a day based on that info. Also, feel free to invite others. The CPS design in general works better with bigger teams, so the more people the better.
Title: Re: Capture Point Maps
Post by: Boingo the Clown on May 17, 2014, 08:28:42 PM
Which texture is that?

I removed as much of the stolen CQ3 stuff as I could, and thought I had removed it all, but two sounds stayed in unintentionally.  When I found out what they were, I asked the creators of HACX (where they were taken from) for permission to continue using them.

So I would like to know what  texture is still remaining from that.
Title: Re: Capture Point Maps
Post by: MajorSlime on May 17, 2014, 09:14:42 PM
Apparently, an orange and blacked striped gritty pillar texture. Its 64x64 I think. Ah, 'TUCQCAUT'


What days are you available for testing Boingo?
Title: Re: Capture Point Maps
Post by: noob1234 on May 18, 2014, 03:28:09 AM
Test?? Can I test too? I haven't played multiplayer Chex Quest in so long!!
Title: Re: Capture Point Maps
Post by: Boingo the Clown on May 18, 2014, 08:40:34 AM
Apparently, an orange and blacked striped gritty pillar texture. Its 64x64 I think. Ah, 'TUCQCAUT'

That has long been exorcised from T.U.C.Q..


Quote
What days are you available for testing Boingo?

How about tomorrow?

We are doing all our Victoria Day stuff today, so I will likely be free all day tomorrow.
Title: Re: Capture Point Maps
Post by: MajorSlime on May 18, 2014, 04:37:49 PM
Ah, 75 must have got it from an older version by accident then.


Is that tomorrow Monday? Sure.


@noob: everyone is welcome. Tomorrow work for you? :P


I'll PM the link to you guys later. I did some preliminary testing with 75 last night / this morning (he happened to have just woken up, and I hadn't gone to bed yet XD), so I've got to tweak a couple things.
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 18, 2014, 11:23:41 PM
I have a question; what is the name and password of the server?
Title: Re: Capture Point Maps
Post by: MajorSlime on May 19, 2014, 12:58:53 AM
Not sure yet. I'll ask 75 if he can host a server for us. There will likely be no password.
Title: Re: Capture Point Maps
Post by: 75 on May 19, 2014, 05:00:34 AM
The next release of this wad will have a 24/7 server, "<[IFOC] Server> Chex Capture Point Alpha (CM2109)" or something similar

EDIT:

24/7 server up; I'll try to attend tonight but I can't make any guarantees

<[IFOC] Server> Chex Capture Point Alpha (Opengl Renderer Required for CPS02!)

ifocserv.net:10673
AKA
 50.116.54.28:10673

No password required, this is a public server

wadseeker should be able to find the wads


you need chex3.wad,  chex pack P16-3.2, and CPS-A07

http://www.ifocserv.net/ftp/wads/chex3.wad
http://www.ifocserv.net/ftp/wads/ChexPackP16-3.2.pk3
http://www.ifocserv.net/ftp/wads/CPS-A07.wad

Ah, 75 must have got it from an older version by accident then.

I put it in around 2010-2011, it was probably from the previous release of TUCQ
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 19, 2014, 11:09:24 AM
Oh, ok. I Will download zandronum again.
Title: Re: Capture Point Maps
Post by: Boingo the Clown on May 19, 2014, 02:38:31 PM
I just went in.

I was all alone, so I just went around capturing points for the heck of it.  I was blue and when I captured the red base it said "Blue scores", but didn't restart the map like it did in the other version I tried.

I then exited and reentered, choosing red this time. The map was still entirely blue when I went in, and I proceeded to capture all the points for the red team, but it did not say "Red scores" when I got to the blue base and again the map did not restart.

I like the fact there is now a  lobby with pictorial instructions on the walls. However, I am confused as to why there are pictures of people peeing into lakes.
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 19, 2014, 02:50:48 PM
About to play...Boingo, will you be there?
Title: Re: Capture Point Maps
Post by: 75 on May 19, 2014, 06:43:33 PM
I just went in.

I was all alone, so I just went around capturing points for the heck of it.  I was blue and when I captured the red base it said "Blue scores", but didn't restart the map like it did in the other version I tried.

I then exited and reentered, choosing red this time. The map was still entirely blue when I went in, and I proceeded to capture all the points for the red team, but it did not say "Red scores" when I got to the blue base and again the map did not restart.

I like the fact there is now a  lobby with pictorial instructions on the walls. However, I am confused as to why there are pictures of people peeing into lakes.

Sorry about that, I forgot to set a pointlimit, it's fixed now.

Also I'm available to play.
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 19, 2014, 06:50:42 PM
Okay, well will you be playing at like...6:15 or so?
Title: Re: Capture Point Maps
Post by: MajorSlime on May 19, 2014, 07:07:38 PM
Sorry forgot to mention, the time we were going to play was going to be 4-6 PM PST / 7-9 PM EST. I'll be not available for the next hour, but then i'll be on.


I like the fact there is now a  lobby with pictorial instructions on the walls. However, I am confused as to why there are pictures of people peeing into lakes.


Sorry for my crude pictures resembling instructions :P Supposed to be people hopping onto the points. I believe there is an arrow?
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 19, 2014, 07:50:15 PM
DURING 4 TO 6 PM YOU GUYS WERE NOT THERE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Capture Point Maps
Post by: MajorSlime on May 19, 2014, 07:55:30 PM
Obviously you have the wrong time period. I said 4-6 PM PACIFIC. That is in literally 5 minutes. 4-6 PM PST is also 7-9 PM EST, or East Coast time. I'm just about to hop in myself.
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 19, 2014, 07:56:47 PM
Okay, I'm in EST.

Will you be in CPS01?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on May 19, 2014, 09:36:53 PM
Updated the WAD. Should be updated on the server too. Tweaked a couple things, etc. I'll post a full changelog in the OP, as well as redo the OP to provide more info now that this is semi-released.


EDIT: I'm changing this to the Discussion topic. I'll create a new topic for the official info.
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on May 19, 2014, 11:22:17 PM
Anyone available right now? I'll be in by myself regardless
EDIT: It works pretty well, and the map (CPS04) seems really well done, but the text that's supposed to point out which the next point to capture is seems... a little buggy. It flickers and doesn't immediately go to where it should be. Although it could just be my high ping. And I thought it was a nice touch how the map gradually changes color as the points get captured, instead of just the points turning colors.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on May 19, 2014, 11:27:59 PM
I'm availible.
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on May 19, 2014, 11:38:45 PM
Hey, so I had less time than I thought; regardless, I'll be available Wednesday evening.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on May 19, 2014, 11:42:19 PM
Like; what time zone are you in? cause I Am in EST And I wanna know what time you are playing.
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on May 20, 2014, 12:08:05 AM
Pacific, so 3 hours behind. I'm available pretty much anytime after 2pm (5pm eastern)
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on May 20, 2014, 05:27:49 AM
Yes, I know the text is buggy, its a long standing bug that i'm still trying to fix. :P
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on May 20, 2014, 10:24:29 AM
Pacific, so 3 hours behind. I'm available pretty much anytime after 2pm (5pm eastern)
Okay, well I have stuff almost ALL EVENING Wendsday, So Maybe I'm availible after 2:00 PST Wendsday?
Title: Re: Capture Point Maps Discussion
Post by: Nisk on May 30, 2014, 02:59:45 PM
Four friends and I tried out these maps a few days ago. Some comments:

-If you're standing in the capture zone and the percentage is being displayed, it's not necessary and a bit confusing for it to also display the "Goal" text for that point.

-CPS02: There was definitely lag which interfered with gameplay whenever you were in the main open area. I'm not really sure what to suggest though considering how big and open the map is.

-CPS05:
The only map we got a good long game out of because everyone was messing around and switching teams on the first 3. I really enjoyed the feel of it with all the moving parts and such. The slime floors were a bit bothersome though. If there's a way to escape (other than from the highest level with the ultra rapid zorcher), none of us could find it. I think there should either be a way to escape, or the lower levels of slime should kill you instantly or a lot quicker because it's frustrating having to wait around to die or bring up the console to kill yourself.

Also, the round ended in a stalemate. It was me and one other person on the red team vs three on the blue team and we ended up fighting for control of the three points closest to the red base for a good 15-20 minutes before we had to go. Even though my teammate and I could both typically win in a one-on-one battle with an opponent, it was simply impossible for two of us to maintain control of three points against three opponents. I think bringing down the number of capture points necessary to advance when there are less than a certain number of players might be a solution, but I think it should be tested both ways some more first. That might be a possible problem on other maps too, but like I said, we only played seriously on this one.

I would love to help test these some more. Contact me on Steam (username Nisk) if anyone wants to start a game.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on May 30, 2014, 03:30:41 PM
- Ah, that's a good point. I'll have to update that for the next release.


- Yeah.... CPS02 is a really resource-intensive map. I'm not going to remove it, but I can't tone down that resource-intensity without completely destroying its current feel. So its going to stay in, but with a warning. I plan to have a HUB, so that HUB will have a warning on the map, and people can vote to skip it via Zandronum voting if its unplayable for them. I'm not going to make another map like it XD


- There isn't supposed to be any way to escape the lower slime pits, but a quicker death is a good idea. I might just make it insta-kill.


- 75 also mentioned that he thought things might end in stalemates. I personally thought it might be better with more people, but now I'm not so sure. I probably will have to tone down point numbers. Which makes me sad because that map was specifically built for that number of points. :(  It'll probably have to go to two points in each row. I'll have to figured something else out to occupy the middle areas.
Title: Re: Capture Point Maps Discussion
Post by: 75 on May 30, 2014, 03:54:33 PM
As I've mentioned before, I don't think there's a problem with having a large number of points, but I'm really concerned about having several points in a row (i.e., having too many points that can be captured on the same tier), I can see it being extremely hard for people to both defend and capture 3 points at the same time.

if I recall correctly TF2 had a maximum of 2 point choices at a time and the two points were spread out, but TF2 isn't the best comparison because the gameplay is totally different.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on May 30, 2014, 05:07:51 PM
I think its actually a decent comparison here. I don't think more than two points on the same tier is going to work, sadly. I think I'm actually going to put a large Reactor Core / Pillar thing in replace of the middle points near the two bases, which will create some interesting cover from the railzorchers.
Title: Re: Capture Point Maps Discussion
Post by: 75 on May 30, 2014, 05:12:33 PM
Probably the most important differences are that you can't quickly go from one end of the map to another and players are much, much easier to kill in TF2 (players have less health relative to the damage weapons do).

Players in Doom are fast and have a lot of health.

in TF2 if I do it right, I can stop a group of 8 people from capturing, in Doom, no way (unless I have a BFG). By time time I finish running after somebody with a SLZ or RZ, 3 more people have come. That's if I don't get zorched in the process.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on May 30, 2014, 06:23:49 PM
Fair point, but I think in ANY game, having multiple capture points on the same tier so close would cause stalemate issues. (Which is what I'm just starting to realize)
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 09, 2014, 03:12:58 AM
(http://i.imgur.com/0gtVBLd.png)




New image of CPS05. I removed the middle points on every tier. Instead, close to the bases are giant colored columns. The yellow ones on the side change to the respective color of the point closest to them. This makes it really easy to tell from a distance who has what side point (the middle points are already really easy). The middle point has been replaced by a large slime pit with a strip in the middle with bounce pads, making it much quicker to traverse through the middle. And yes, the bottom slime pit is now insta-kill, so no more waiting around to die.
Title: Re: Capture Point Maps Discussion
Post by: 75 on June 09, 2014, 06:38:52 AM
Are those three points visible in the screenshot active at the same time?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 09, 2014, 07:40:06 AM
It still goes in tiers.


Main base -> First 2 -> Middle 2 -> Last 2 -> Enemy base


Having all of them active at the same time would simply create another standstill situation I fear.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 13, 2014, 03:45:41 AM
New map spoilers! I scrapped the current CPS03 (decided it would have been WAY too big to feasibly have fun on, and I can redo it better later), so this is the new CPS03. Its a small, 3-point map (including base points), made for the smallest amount of players possible. Titled: Flow Control.






(http://i.imgur.com/yFuyy4a.png)


(http://i.imgur.com/0SEqQQY.png)


(http://i.imgur.com/53XJYsz.png)




I'll make the sky fancier later; I just selected a random city one from the pack. Also, it isn't that distracting when your on the ground -_-
Title: Re: Capture Point Maps Discussion
Post by: 75 on June 13, 2014, 06:33:50 AM
Heh flow control's big brother (I have a duel map with the same name). Did you do that on purpose? For a little while I was thinking of making CTF maps with the same name and visual style as my duel maps so that's kind of funny.

looks nice but I would recommend not spending a ton of time detailing it until you're sure you have the size right, up to you though.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 13, 2014, 08:19:46 AM
Semi-purpose :P I remembered you had a map named Flow-something or other, and wanted to do a map in a similar style - voila. Did NOT realize it was the exact same name XD


And its not very detailed. For the most part, its just general shapes. Even when its done I'm going to leave this one sorta plain. Just a simple map that can be played in 1v1.


Also, now working on another map that I think you'd like; it has lots of y-height to it :P Its another 3-pointer, but the points are stacked right on top of each other in a column, with various ways of travelling up quickly (down is pretty much just fall XD ). Oh! I made a large staircase around the outside, but I just realized teleporters would probably be a better idea; faster, in order to counter-balance the extreme speed of falling, less space-wasting, and more aesthetically pleasing overall (those stairs do NOT look good XD ). Plus, gives me a reason to finally use teleporters in a CP map.


Oh, and in case you didn't realize it, the water is a 3d-floor that oscillates up and down about 16 pixels. Because why not. And yes it shows in software mode in case you were wondering. And it slows you down while in it, which I thought added something interesting to the map. You can easily jump from the grated platforms to the point and back, but if you fail... precious seconds lost. And a lot of the ammo/health in that area is in the water, so if you want it you have to sacrifice speed.


EDIT: Also, 75, how do you do your teleporters in the duel maps? I noticed they don't slow you down.
Title: Re: Capture Point Maps Discussion
Post by: 75 on June 14, 2014, 09:15:55 AM
I'll be available this weekend to help you test it if you want, send me a message on ICQ if you're interested.

EDIT: Also, 75, how do you do your teleporters in the duel maps? I noticed they don't slow you down.

Teleport (No Stop), only works in hexen or UDMF format maps
Title: Re: Capture Point Maps Discussion
Post by: Nisk on June 14, 2014, 12:13:48 PM
I'll be available too. I guess 75 could message me on Steam if you guys decide to play.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on June 14, 2014, 12:21:10 PM
Wait; Is this match today or Sunday, and what time is it at?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 14, 2014, 05:43:20 PM
No idea, but probably tomorrow.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 15, 2014, 08:30:04 PM
IF anyone sees this, gonna test the new WAD here in a min. Prob wont be testing long, so the window is very short.


https://www.dropbox.com/sh/h2ss6ygncjce8c8/AAAfc68U3KeFfssmdQZDSYyXa/CPS-A09.wad?dl=1
Title: Re: Capture Point Maps Discussion
Post by: 75 on June 15, 2014, 09:55:58 PM
It's quite hard to capture a point but it's fun, here's what I'd recommend (mostly just re-iterating what I said on the server earlier).

- maybe add a CL Zorcher and a railgun to CPS03, remove the shotgun pickups from the map since we start with them, perhaps add dual bootsporks on spawn?
- Perhaps scale how long it takes to capture a point based on skill (skill 4 takes a long time, skill 3 takes less time, etc...) or some other custom variable like in samsara
- Look out for non-integer vertex coordinate glitches in CPS03 (they only show up in software most of the time, in opengl they occasionally manifest as "sky triangles", in software it's slime trails)

Unfortunately it's just part of working with UDMF in zandronum; they depend on what angle you're looking at them so they can be extremely hard to find (Chex Pack CTF03 STILL has a few, despite my best efforts).

- It's really, really hard to capture the middle points in CPS05 with any number of players, it takes a lot of focus; not a bad thing but it's something players will have to be smart about to avoid stalemates

Nice work so far.

The server is currently running the latest version, A09,

<[IFOC] Server> Chex Capture Point Alpha (Opengl Renderer Required for CPS02!)

Note: this is a zandronum 1.2 server.

wads/pk3s needed: (all freeware)

http://www.ifocserv.net/ftp/wads/chex3.wad
http://www.ifocserv.net/ftp/wads/ChexPackP16-3.2.pk3
http://www.ifocserv.net/ftp/wads/CPS-A09.wad
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 15, 2014, 10:28:50 PM
I'll probably replace said large zorchers with the CL.


Personally, I felt that as more people joined, who controlled the points in CPS05 fluctuated more often, meaning just what I thought would happen happened; with larger teams, it becomes much more easier to contest points. Mainly because you have to keep some people guarding one point while others go for the second in a tier.


What this means: All maps from now on will probably be separated into 2[.5] categories. One is the single point tiers, which work much better with smaller groups of players. The 2nd is the two point tiers, which need large teams to play. I'll be focusing more on the single point tier maps for now, because most of the current ones fit into the 2nd category. Or the 2.5 category, which is a mix of the two. (CPS01, 04). In the HUB, you'll be told which maps fit into which category, so you don't choose a map meant for a large team when you only have a few people on the server.


Also, did NOT expect that many people to hop on  :o  I think we managed to get 4v4 at one point? IDK, but it was amazing. Also, did not get anyone mentioning they couldn't capture points, so I think that bug is good and fixed.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on June 15, 2014, 10:35:04 PM
I Saw a HOM in flow control

Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 15, 2014, 11:09:50 PM
Yes, yes, we know Awesomedude.


Also, just thought of something; what would people think of adding a time limit to every match. Then if the time limit goes all the way down, the team with the most points currently held wins. (Or a tie, if need be)
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on June 15, 2014, 11:36:51 PM
Good idea, for every match it takes like 30 mins for either team to win.
Title: Re: Capture Point Maps Discussion
Post by: 75 on June 16, 2014, 06:37:10 AM
I like the idea of a timelimit option, as long as it's something that can be set in the server.

Personally I wouldn't use a timelimit because I like to finish these games, but some people might like it.
Title: Re: Capture Point Maps Discussion
Post by: Nisk on June 16, 2014, 01:00:44 PM
75's covered almost everything, but I have a few more points we discussed:

-If there are players from both teams on a point, whichever team has more should still be able to capture. I think you said that if red had 5 and blue had 4, red should capture as if it was just one red player there (i.e. using the difference in the number of players). Personally, I think red should capture at a slower rate because 5 vs 4 is still fairly evenly contested (taking the ratio of players into account instead). I've been trying to think of a good algorithm for modifying the capture rate based on the ratio, but evidently my mathematics skill is not enough.

Another related idea I just came up with is for a capture point to slowly become neutral if there are an equal number of players from each time on it. So a blue base with 1 red and 1 blue player (or 2 and 2, etc) would be captured by red at perhaps half the normal rate, stopping once it becomes neutral.

Just a thought, but maybe something to try out next weekend.

-The team selection room could use an autobalance option.

-The final bases in CPS05 need to be smaller because the defending team's players will often respawn right back on it after they get zorched, making it very difficult to capture. Don't make it a regular point though, I like the idea of a whole base area being the last objective.

-There was that crash when I went off the edge on CPS02; I'll save the error log if it happens again.

-Previously, I said
If you're standing in the capture zone and the percentage is being displayed, it's not necessary and a bit confusing for it to also display the "Goal" text for that point.
This is not critical but I still think it would be an improvement.

Overall, that was pretty awesome. There are changes to be made but it's already a lot of fun. CPS05 is easily my favorite. You can bounce chain lightning shots off the ceiling at people across the map. While I was capturing a point, I actually managed to get some frags by bouncing shots off the ceiling at enemies capturing the point on the other side. I'm not sure if that's actually a viable technique but it was pretty cool.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on June 16, 2014, 06:14:04 PM
@the last paragraph: XD My personal favorite technique is to snipe with the railzorcher, or just grab the Ultra Rapid Zorcher and blast away. Speaking of which, 75, I think we made a good decision putting it there. The time it takes to grab is a good trade-off for its power.


All the other points: got it ;)
Also, 1 person capturing by himself IS quite slow.
Title: Re: Capture Point Maps Discussion
Post by: 75 on July 06, 2014, 02:30:23 PM
Couple things I wanted to mention

- The propulsors are brilliantly placed in Flow Control, I like it
- I think the CL Zorcher isn't that great in that map for once (!) I guess you were right on that one, to satirize this rare occasion I put a joke room in FZM02.
- I think you really should experiment with moving the player starts away from the base points in flow control, maybe it would be better if there was only one spawn for each team near their base points and the rest were in the middle? I think it should be at least somewhat of a walk to capture it.

- You really need to fix the flashy skies in the city maps, people were saying they were distracting. I temporarily changed all city maps' skies to SKY2 in MAPINFO and made a new release for it. I'm going to host that version tonight, hope you don't mind.  They're fun maps, I'd really like to see some playtime on them.

See link below

http://www.ifocserv.net/ftp/wads/CPS-A10_a_75Edit.wad

24/7 server is up,

<[IFOC] Server> Chex Pack Capture Point Alpha (CM2109)
ifocserv.net:10673
(50.116.54.28:10673)
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 22, 2014, 01:31:04 AM
New map!



CPS06 : Name Undecided
(http://i.imgur.com/PntbZQm.png) (http://imgur.com/PntbZQm)(http://i.imgur.com/uGeeBGn.png) (http://imgur.com/uGeeBGn)(http://i.imgur.com/liYqT3E.png) (http://imgur.com/liYqT3E)


It'll be in the next CPS update. I can't decide on a name for it though. The ones I have so far are:


Hazard Zone
Waste Reclamation


Let me know which one you like better, or let me know of a new one if you can think of one better :P
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on July 22, 2014, 02:12:20 AM
Looks cool! Is it supposed to be a sewage-type map?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 22, 2014, 03:00:39 AM
Sorta. There's really only one slime pool, and that's the one in the middle. I COULD up the anty on the decor and really make it a sewage treatment plant.
Title: Re: Capture Point Maps Discussion
Post by: Boingo the Clown on July 22, 2014, 11:27:15 AM
I wish I had known the day had been changed.

I was waiting online for hours on Sunday for others to come on, on nobody did.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 22, 2014, 06:20:52 PM
Awww :( It was stated in both the poll and the news ticker (albeit it was only in the news ticker for less than 24 hours *whistles*)
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on July 23, 2014, 01:46:22 AM
I guess you should probably decide what the location is supposed to be before you name it...
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 23, 2014, 02:17:51 AM
Well at this point, the name will decide what it will be. Which is why I was asking for opinions :P
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on July 23, 2014, 04:38:27 AM
Ah. So you'll detail it a bit more after it's named? (I like "Waste Reclamation" better, myself.)
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 23, 2014, 06:31:50 AM
Yup. Waste Reclamation is probably the way i'll go though.
Title: Re: Capture Point Maps Discussion
Post by: Boingo the Clown on July 23, 2014, 12:57:31 PM
Awww :( It was stated in both the poll and the news ticker (albeit it was only in the news ticker for less than 24 hours *whistles*)

Poll?

What poll?
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on July 23, 2014, 03:01:18 PM
http://www.chexquest.org/index.php?topic=4109.0
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 23, 2014, 04:55:14 PM
Are you done with the time limit code or are you still planning on working it? I have two possible suggestions on how to improve it from the way it is in CPS-A12.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 23, 2014, 07:32:24 PM
Oh, I was done with it (Other than maybe putting an actual timer somewhere so you always know how much time is left).


What are your suggestions?
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 24, 2014, 02:48:49 AM
Well, I don't think it's necessary to use a separate CVAR to set the time limit when Zandronum has one built in. I think you could replace script 798 with something like
Code: [Select]
Delay(GetCVar("TimeLimit") * 35 * 60);
HudMessage(s:"First Team to Hold Majority Wins!"; HUDMSG_PLAIN, 9, 0, 0.5, 0.5, 1.5);
// everything else you have already
// and the pre-match countdown would be put into a different OPEN script
Zandronum will show the time remaining messages automatically so you can take those out, but the message is still useful to clarify the ambiguous "Sudden Death" that appears. This way server operators can set a time limit normally, and the time remaining would show up on the scoreboard and in server browsers.

However, what would be even cooler (in my opinion) is an idea we discussed briefly on the server a few weeks ago. Instead of having the winner be determined by whoever happens to be ahead when the timer hits 0, you can have each team generate points at the rate of 1 per second per owned capture point. Whoever has the most points at the end would of course win. It would be fairer for maps like CPS03 where there's a hotly contested point and the winner would be the team which manages to control it the most throughout the game instead of whichever's holding it at an arbitrary point in time. When a team captures every point, an instant win could be granted with:
Code: [Select]
int winningTeam = whatever;
Team_GivePoints(winningTeam, GetCVar("ScoreLimit") - GetTeamProperty(winningTeam, TPROP_PointCount), 1);
In addition to making the winner of a map more accurately reflect the whole battle, it gives server owners another win condition. Instead of a time limit, they could set a point limit to something achievable in a reasonable time frame. If not, they would set it to something absurd like 60000 (the highest round number possible) and let the time limit or capturing of all bases determine the winner. (Actually I see a slight problem with this but it somehow became 2 AM so I'll think about it later).
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 24, 2014, 03:38:08 AM
Hmm. I actually like this idea. I originally went with a custom timelimit because the original will automatically end the game at its end, giving the win to whatever team has the most points (in normal CPS, that means an automatic tie, which I didn't necesarily want). However, this can work. You don't even need the script line to give a team the remaining points; the built-in timelimit code will take care of that. I'll try to have this ready for the next session.


Essentially, the way I'm going to do it, is if timelimit is 0 (default), then the score limit is set to 1, and the game works as it does currently. If the timelimit is positive, and the score limit is 0, the score limit will be automatically set to a default value. If the score limit is also positive, then it will just go with that value. The winning of the game should be automatically handled by the Zand engine after that.




EDIT: Tweaked CPS06 a bit (a little more detail, and a hazardous way to get some propulsors :P). I'm gonna go with "Waste Reclamation".
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 24, 2014, 01:04:29 PM
If the sv_suddendeath variable is true (which it is by default according to the wiki) then the match won't end until some team scores another point. It's what happened yesterday when I was trying to figure out how the time limit worked, before I realized there was a custom CVar.

And the reason I included the code for awarding the remaining points is if a team captures every point. I assume you would still want this to cause an instant win regardless of timelimit settings.

And the problem I mentioned is that different maps have different numbers of capture points so a static point limit would not work well. You could maybe force a specific point limit for each map. Or you could create a CVar that's a "base" point limit which would be multiplied by the number of capture points on the map to create the actual point limit.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 25, 2014, 08:46:34 PM
@Nisk: Point 1 - ah, k. Point 2 - oh, right XD, yeah something like that will probably be needed. Point 3 - probably gonna go with the "base" point limit * capture points. Of course, the actual point limit can be changed at any time (I'll even have a way to vote on a new point limit in the HUB).


In other news, ANOTHER new map :D XD


CPS07 - King of the Pillar
(http://i.imgur.com/GuwEAii.png)


The only weapons are a modified propulsor I made (has a purple color) that does no damage, but has a bigger blast radius. And yes, you fall to your death :3
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on July 25, 2014, 08:54:53 PM
A rocketjumping map?? Awesome!
Wait, so it does no damage to anyone? Not just yourself?
...Ahhh. I see. You'll have to push people off the pillar by using the propulsor's knockback. This should be very, very interesting.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 25, 2014, 11:19:03 PM
...Ahhh. I see. You'll have to push people off the pillar by using the propulsor's knockback. This should be very, very interesting.


Yup :3 Note that the modified propulsor has a 'bit' more knockback than normal, and double the explosion radius. Lemme put it this way; you will NOT remain on the platform if your unlucky enough to get directly hit with a propulsor missile.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 26, 2014, 02:21:01 AM
The next release is almost done; I *think* I have the new pointlimit/timelimit combo implemented, and only a tweak or two needed on the new maps.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 26, 2014, 07:41:46 AM
Release A13: https://www.dropbox.com/sh/h2ss6ygncjce8c8/AAAg9Rx4rIXLbMUvTX2ABlzZa/CPS-A13.pk3


Both new maps, + new timelimit/pointlimit stuff. Disclaimer: I have no idea if it works or not. We shall find out if 75 gets back in time to upload this version to the server.
A note on the King of the Pillar map: It is currently mostly meant as a test; I will probably revamp it a bit after some gameplay.


Also attempted to fix the flashy goal text, and add in a User Variable to disable it (because requested) but did not get it fully working, so expect that in the next version.
Title: Re: Capture Point Maps Discussion
Post by: 75 on July 26, 2014, 06:08:06 PM
<[IFOC] Server> Capture Point Alpha (CM2109)

http://www.ifocserv.net/ftp/wads/CPS-A13.pk3
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 26, 2014, 06:11:01 PM
Hey 75, would it be possible to give CM remote console access to the CPS server? I just noticed a bug in the current version so he might have to switch it to a newer version.

EDIT: Well this in particular is a simple fix. It looks like script 803 should be OPEN instead of ENTER. But in general, giving him access seems like it might be useful.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 26, 2014, 06:28:17 PM
Script 803... 803...


EDIT: Oh. Well, that could certainly cause some issues... That's what I get for working on it after midnight XD


If 75 shows up sometime, I'll ask him to update with a fixed version. For now, we can just play without timelimit.
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 26, 2014, 06:49:42 PM
I've noticed a few other things. But does it bother you that I keep coming up with detailed descriptions of features I think you should add, and then picking apart every new release and finding problems before you even have a chance to try it out on the server? I sort of feel like I'm stealing the development of your mod from you.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 26, 2014, 07:15:05 PM
Not really. It helps me figure out things that I might not have otherwise. Your always welcome to actually hop in and help with it, if you want. :)


I'm currently focused on new maps/the HUB, so my mind isn't really concerned with the entirety of the system atm, so its actually quite helpful that you keep coming up with ideas for it.


Remote access to the server WOULD be nice, if only so I can quickly fix my mistakes >_>, but that's up to 75.
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 26, 2014, 08:23:08 PM
By hop in, do you mean contributing directly to the pk3 somehow?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 26, 2014, 08:26:20 PM
Yup. If you have something to add, let me know and send it to me, and I'll put it in.


You seem to understand ACS and Doom modding well, so I wouldn't mind the help :P
Title: Re: Capture Point Maps Discussion
Post by: 75 on July 26, 2014, 08:54:15 PM
Hey 75, would it be possible to give CM remote console access to the CPS server? I just noticed a bug in the current version so he might have to switch it to a newer version.

I'm willing to give him RCON to the zandronum server, but I can't give him a login to the server itself.

I might be willing to give him access to my local server but right now the CPS server is running on ifocserv.net which is a rather expensive enterprise server that runs all of the zandronum servers and an ftp.  I don't plan on giving anybody access to that (not to mention it has a sort of bizarre setup right now), and unfortunately that's the only way he'd be able to start servers / change wads.

EDIT:
Updated
<[IFOC] Server> Chex Capture Point Alpha (CM2109)
 http://www.ifocserv.net/ftp/wads/CPS-A13r2.pk3
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 26, 2014, 08:58:06 PM
I wouldn't say I'm good at Doom modding in general. I just started looking at ACS a few weeks ago, but using your examples as well as the ZDoom wiki it wasn't too hard to pick up.

I do have several changes I would like to try. Is there any reason I shouldn't attach the file to post here once it's ready?
I'm willing to give him RCON to the zandronum server, but I can't give him a login to the server itself.

I might be willing to give him access to my local server but right now the CPS server is running on ifocserv.net which is a rather expensive enterprise server that runs all of the zandronum servers and an ftp.  I don't plan on giving anybody access to that (not to mention it has a sort of bizarre setup right now), and unfortunately that's the only way he'd be able to start servers / change wads.
Hmm, that's unfortunate.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 27, 2014, 12:12:29 AM
No, go for it Nisk. Post it here and I'll give it a look.


@75: is there any way for me to upload a WAD somewhere and have it automatically update? I know that's stretching things, but might as well ask :P
Title: Re: Capture Point Maps Discussion
Post by: Boingo the Clown on July 27, 2014, 12:27:25 AM
I find that little  "Goal" to be hard to spot when I am looking for the next capture point to go to.

I am wondering if it is possible to add some kind of attention getting bouncing sprite saying "next target" or something like that to make things easier to spot.

I kind of imagime something similar to Wolfenstein's Aardwolf logo, perhaps with a nice yellow sumburst around it.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 27, 2014, 01:28:06 AM
Might work. Also gonna look into making it so that when the goal is off-screen, there's a little arrow at the edge of the screen pointing towards its direction.
Title: Re: Capture Point Maps Discussion
Post by: 75 on July 27, 2014, 06:47:53 AM
@75: is there any way for me to upload a WAD somewhere and have it automatically update? I know that's stretching things, but might as well ask :P

That's actually a little worse than giving you an account in my opinion; I know almost nothing about website programming (php, etc.) and unfortunately I have no time to learn it right now, not to mention I'd rather not have my first experiment be something involving uploads to an ftp and starting servers, because if it glitched out I could go over my bandwidth limit, overload my server's CPU or RAM (both of which are pretty tight right now), or worst case get master ignored.

Most of the stuff I host is permanent stuff, if you really need instant servers you should probably just use best-ever. I'd like to help but I can't keep up with last minute updates.
Title: Re: Capture Point Maps Discussion
Post by: Boingo the Clown on July 27, 2014, 09:32:09 AM
Might work. Also gonna look into making it so that when the goal is off-screen, there's a little arrow at the edge of the screen pointing towards its direction.

I was actually going to suggest that too, but I didn't.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 27, 2014, 02:04:24 PM
@75: k, thought as much. I'll just have to send the WAD to you earlier, maybe test it with you and/or Nisk a day or two in advance before Saturday to get any 'stupid' bugs worked out. On that note, is there any way I can quickly contact you Nisk?
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 27, 2014, 02:26:46 PM
Steam is probably fastest, but if you don't already use it then that would be silly.

I can give you my email, but I probably check the forums just as often.

Actually, if we're both going to be working on it, setting up a repository on Bitbucket might not be a bad idea. Are you familiar with the concept?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 27, 2014, 04:26:08 PM
I'm familiar with the concept of GitHub. But not much. XD


And steam works. My Steam user name is "Major Slime [CM]" and I have the same icon on steam as I do here. I really need to make a new non-crappy icon...
EDIT: Eh, new icons iffy... I'll fix it up more later.
Title: Re: Capture Point Maps Discussion
Post by: Nisk on July 27, 2014, 07:49:00 PM
I haven't actually used a version control system before either, but after reading hginit.com (http://hginit.com) I think Mercurial sounds like a good idea. (Bitbucket is just a service for hosting the central repository.)

It could be a bit overkill but I think it would be cool to try out. If you're interested I've already created a repository that I can share with you if you make a Bitbucket account.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on July 27, 2014, 10:03:19 PM
Capture point maps are looking great, CM!

I forgot about the weekly play session cause I was at the Poconos.  ;D
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 31, 2014, 04:50:17 AM
Spoiler of the HUB.


Sorry but you are not allowed to view spoiler contents.


Because I like to tease.






Also, someone fix the spoiler tags. If you click the button without text highlighted, it puts the '/' tag in front.
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on July 31, 2014, 05:28:03 PM
Also, someone fix the spoiler tags. If you click the button without text highlighted, it puts the '/' tag in front.
Didn't happen for me...
Sorry but you are not allowed to view spoiler contents.

But it looks really nice! So you pick a team even before going to the map?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 31, 2014, 06:31:11 PM
No, but its a possibility. I just wanted to keep the 'teams' feeling going. I'm also gonna make a modified version of the HUB for actual CP play as well though, so :P


And you sure you did the spoiler thing right? Just have empty text and click the button. Oh wait! It only happens on a new line with no text in it.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on July 31, 2014, 07:28:08 PM
CM, are you willing to let people send in maps? Cause I have a great idea for a CPS map that...

Sorry but you are not allowed to view spoiler contents.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 31, 2014, 07:54:05 PM
I am, but I have a high standard that you will have to beat. You are welcome to send in an idea, but don't be sad if it gets rejected. If it DOES get accepted, you have to be willing to accept that I may change/tweak some parts of it in order for it to work better. Or I might spruce up the detail.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on July 31, 2014, 08:07:45 PM
Ok. You will probably do some sprucing up if it DOES get accepted, because I am not the best at detail. Can we send in our maps un-scripted, but to be scripted later?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on July 31, 2014, 09:42:19 PM
Sure. I can very easily put the scripts in myself. Specially since I haven't even done that tutorial on how to do it yet XD
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on July 31, 2014, 11:32:36 PM
Sorry but you are not allowed to view spoiler contents.
But a Caverns-style CPS would be pretty cool. And it'll have pictures of the maps like all the other HUBs?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 01, 2014, 02:34:37 AM
I believe those are two different ideas there that should be separated :P In any case, yeah, the HUB will have pictures and whatnot. Actually gonna set it up with extra room for more maps in such a way that one only needs to define the new maps in a small script library included in their WAD if they make an add-on map pack, and they'll be automatically added to the HUB.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on August 01, 2014, 10:42:33 AM
...Caverns CPS...I will make dat...lol
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 02, 2014, 01:39:03 AM
YIPPEE-HURRAY!


1. THE ELUSIVE FLICKER GOAL TEXT BUG IS SQUASHED *hugs self*
2. Timelimit/Pointlimit finally implemented and working (tested it myself)
3. There are now arrows at the side of the screen pointing in the direction the floating goal text should be, so you always know where they are, even if your not directly looking at them. And they also translate colors the same as the text. I feel proud of myself for that hack :3


Aaaannd to satisfy 75, you spawn with spoons as well.
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on August 02, 2014, 02:15:47 AM
This deserves a :whale !!!
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 02, 2014, 02:43:45 AM
Also, some more work on CPS07 (King of the Pillar). Little bit wider middle platform, slightly less knockback from the zorchers, and you start with High Jump Boots, for extra comedic gameplay, and easier ways to get to the other base platform.
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on August 02, 2014, 03:06:44 AM
Can't wait to play tomorrow!!
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on August 02, 2014, 10:37:40 AM
...BEFOREMAKINGTHEMAPS, I will try to make some sprites.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 02, 2014, 02:48:14 PM
Sprites shouldn't be needed for anything. There are no computer enemies in CPS, and no new weapons (aside from the purple propulzor). Unless your making deco props, and in that case their not really necessary; the mapping should focus primarily on the gameplay, with the decoration coming secondary.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on August 02, 2014, 03:32:33 PM
Decoratio props. Do you want any decoration prop? If so, I will make it.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 02, 2014, 03:47:56 PM
No, as I said, I try not to use any decoration props, as CP maps should be about the gameplay more than the decoration, and unless used in a very specific way, decoration props will provide more harm to your map than help. I heavily recommend to NOT use any.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on August 02, 2014, 07:09:48 PM
Ok.
Title: Re: Capture Point Maps Discussion
Post by: 75 on August 03, 2014, 06:30:21 PM
Server has been updated, sorry for the delay

http://www.ifocserv.net/ftp/wads/CPS-A14.pk3
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 07, 2014, 04:33:27 AM
(http://i.imgur.com/oRrD4cm.png)
'nother HUB pic


I had some fun with 3D Floors. Sloped translucent 3D floors don't exist :( So I had to make do with homemade grills.
Btw, that took the better part of 2-3 days. Lots of annoying little things to tweak to get it right.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on August 07, 2014, 07:31:41 PM
That. Is. Awesome. Yess! Good work, CM!
Title: Re: Capture Point Maps Discussion
Post by: Boingo the Clown on August 09, 2014, 01:02:23 PM
(http://i.imgur.com/oRrD4cm.png)
'nother HUB pic

Oh yeah!

I am SO stealing this to redo the greenhouse on E1M4 of T.U.C.Q.!
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on August 09, 2014, 05:13:50 PM
LOL Do it!
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 09, 2014, 06:34:20 PM
Oh yeah!

I am SO stealing this to redo the greenhouse on E1M4 of T.U.C.Q.!

Your welcome to it, but you've got to make sure the sloped 3D floors are in the right place, down to a size of 1 pixel XD Have fun. On the contrary, I could do it for you if you want. Greenhouse of E1M4, huh? Do you already have that level tweaked in T.U.C.Q.? If so, can you PM me the file?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 19, 2014, 03:37:20 AM
Hmm, think I'm going to have to replace that fancy window with something simpler. Sloped 3D floors don't show up in software I just remembered, and I want the HUB to be the same for both software and hardware users.


EDIT: Yeah, I freakin' love how it turned out, but sadly i'm going to have to dumb it down. It just doesn't work in software.
Title: Re: Capture Point Maps Discussion
Post by: Boingo the Clown on August 20, 2014, 09:19:28 PM
They don't work in GZDooM?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 20, 2014, 10:24:35 PM
No, the window appears just fine in GZDooM, but some people play Zandronum in software mode, because their computer can't handle or run hardware mode (which is GZDoom). The difference between the two is that hardware uses the OpenGL renderer, which not all computers support (mostly just old Intel Dedicated Graphics computers. new Intel Dedicated Graphics computers do I think), or they simply have a toaster that doesn't run it well. Meanwhile, software uses a custom renderer which works more via the CPU, and is a little more resource friendly (albeit limited and not as powerful. Its essentially custom made for the Doom Engine, and so isn't very flexible; hence no 3D floors before. They had to do a lot of trickery and editing with the software engine to make 3D floors work).


More to the point however, sloped 3D floors don't work in software, because the software engine has a much simpler implementation of 3D floors that can't handle as much as hardware. (An additional point to note though, is that sloped translucent 3D floors don't even work in hardware). In any case, the window looks horrible in software, due to a couple 3D floors missing and just ruining the whole effect.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 22, 2014, 02:04:07 AM
I MAY be having too much fun with the HUB.

(http://i.imgur.com/sj0o2Pf.png) (http://imgur.com/sj0o2Pf)(http://i.imgur.com/dSvtdVK.png) (http://imgur.com/dSvtdVK)
(Click for bigger)

Trippy corridor and fun Cafe area. BTW, 75, nice stool models. And yes, that disco floor is randomly changing colors.
Title: Re: Capture Point Maps Discussion
Post by: xbolt on August 22, 2014, 03:10:12 AM
Heh, reminds me of the good ol' Lounge days.
Title: Re: Capture Point Maps Discussion
Post by: Awesomedude249 on August 22, 2014, 04:06:57 PM
CQ Lounge is TEH AWESOME!


OFFTOPIC: Slime emailed me saying that he wanted me to help him with mapping for CQ: A New Mission. Weird because he doesn't even know I'm on the forums.  ???
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on August 22, 2014, 06:26:46 PM
I think we're probably going to spend too much time in the hub. xD
@Awesomedude: Maybe post that in the A New Mission (Inactive fan projects) subforum?
Also, had no idea what the Slimeinator had been doing! He kinda disappeared again...
Hey! I just had an idea! What if you posted in the CQFF Facebook page about the weekly sessions and/or progress? (Hoping for more people to play. xD)
Title: Re: Capture Point Maps Discussion
Post by: 75 on August 22, 2014, 09:24:55 PM
Looking nice so far, I like that trippy corridor a lot

Hey! I just had an idea! What if you posted in the CQFF Facebook page about the weekly sessions and/or progress? (Hoping for more people to play. xD)

Hmm... I don't have a facebook page but I guess I could make one

EDIT: Nah..... can't do that sorry

which not all computers support (mostly just old Intel Dedicated Graphics computers. new Intel Dedicated Graphics computers do I think), or they simply have a toaster that doesn't run it well.

from what I've heard it's more like "Anything but nVidia is rather unlikely to run opengl"

There are a range of AMD / ATI graphics chipsets, and intel integrated chipsets, old and new that don't work, or so I've heard.

Though, every laptop and desktop I've tried (3 laptops and one desktop) gzdoom on has been able to run it (including one that had an amd chipset, and one that had an old intel integrated chipset).

The infamous EXTREMEFX screenshot is a result of Noob1234 trying to play in opengl mode

Sorry but you are not allowed to view spoiler contents.

and several players on zandronum have stopped using opengl because it reduces their frame rate.
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on August 22, 2014, 10:13:38 PM
Wait, that was me? xD When?
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 22, 2014, 10:58:06 PM
@Facebook Page: didn't know this existed. Can someone point me to it?

@OpenGL: Essentially, OpenGL 2 and lower works on pretty much every Intel Dedicated Graphics set, AFAIK. OpenGL 3 and above however, was not previously support by the Intel sets, but I have heard recently that all the newer sets now support it. As far as AMD goes... I'm not sure about 2 vs 3, but i believe OpenGL works on most cards. It's just a couple that have issues. nVidia always works.

On a side note, its annoying because the game engine I'm working on uses OpenGL 3.3 for rendering, and my laptop has an older Intel chipset, so I can't test my code on it XD .

As far as framerate drops: OpenGL will do that when its not implemented correctly. It's kind of sad that hardware mode is so un-optimized. Of course, it IS using v2, not 3 or above, which will result in massive reduction of performance, comparitively (although it works on a wider variety of hardware). Honestly, since Zand and all that has software mode as well, I'd just update the OpenGL implementation if I were them. Or at least set it up so that 3.3 is used on machines that support it (it is VERY possible to do this).




Also, back on the topic of the HUB, I went into it knowing that I would restrict myself from making it too "Lounge"-like, so that people don't linger in it too much :P So, its got a couple cool stuff, but there really isn't that much. Although I'm sure there will be more than one impromptu dance party.
Title: Re: Capture Point Maps Discussion
Post by: xbolt on August 22, 2014, 11:34:55 PM
As long as there's a Livin' in the Sunlight button, I'm happy. :birthdayware
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 23, 2014, 04:54:34 AM
New version out! Hopefully will be on the server tomorrow. (You should join us sometime xbolt :P )


Its a barebones map selection system for the HUB, but it seems to work. You won't see any info like who has voted for what map yet, as I haven't had time to implement fancy features like that. A map will be selected when a 2/3 majority on a single map is reached (you'll have to mentally keep track of who's voted what :P ).


Also, don't have things like music select switches in the HUB atm, but probably will. I'm open to suggestions :P





(Link for the pk3 is in the main CPS info thread, as normal. 75 will probably post his own somewhere when he re-uploads it to his server)
And 75, might be nice to sticky that thread instead of this one, or maybe both :P
Title: Re: Capture Point Maps Discussion
Post by: 75 on August 23, 2014, 10:51:47 AM
server updated

http://www.ifocserv.net/ftp/wads/CPS-A15.pk3

Quote
And 75, might be nice to sticky that thread instead of this one, or maybe both :P

not sure which thread this is, the only non-sticky CPS thread hasn't been posted in since july

Maybe make a "releases" thread (I'll sticky it)? Or I could add your releases to my releases thread? Let me know, I'm ok with either.

EDIT

CPSHUB doesn't seem to have a sky

also be careful about music select buttons, IIRC they can be abused to cause a crash if you hit them a thousand times, put some kind of delay in there
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 23, 2014, 02:18:35 PM
The one that hasn't been posted in since July. It hasn't been posted in, but I update the OP with every new version. It contains pics, dl link, and other info.
Title: Re: Capture Point Maps Discussion
Post by: xbolt on August 23, 2014, 03:37:11 PM
New version out! Hopefully will be on the server tomorrow. (You should join us sometime xbolt :P )

I would, but I work on weekends. The only times I have a possibility of playing are Monday, Tuesday or Thursday afternoons.
Title: Re: Capture Point Maps Discussion
Post by: 75 on August 23, 2014, 03:47:23 PM
Wait, that was me? xD When?

Hm... I thought it was, maybe it was Datra? It was quite a long time ago, a few years at least.
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 23, 2014, 04:10:06 PM
I would, but I work on weekends. The only times I have a possibility of playing are Monday, Tuesday or Thursday afternoons.

Awww XD maybe we'll play on a weekday sometime.
Title: Re: Capture Point Maps Discussion
Post by: 75 on August 23, 2014, 04:49:10 PM
Server updated with new version

http://www.ifocserv.net/ftp/wads/CPS-A15r2.pk3
Title: Re: Capture Point Maps Discussion
Post by: noob1234 on August 23, 2014, 04:59:33 PM
@Facebook Page: didn't know this existed. Can someone point me to it?
Well, Facebook group, not page... Still, I know there are some people on there who have been active on FB but not on the forums for awhile... *coughKuwabaraandAllencough* But it's your mod (of a mod :P ) you can post if you want or not :P
https://www.facebook.com/groups/158717987500082/ (https://www.facebook.com/groups/158717987500082/)
Title: Re: Capture Point Maps Discussion
Post by: MajorSlime on August 23, 2014, 05:11:38 PM
submitted a join request :P hope someone recognizes my avatar (which is the same as my -now old- one on here)