I'm almost finished with DaisyTown2, a newer version of my wild-west style map with more and better looking interiors and paths.
Just fixing a couple of bugs from the latest testversion.
Here is a changelist from the previous DaisyTown:
Code
DaisyTown2 - Custom Map 2011 by Kermit
Gamemodes:
CTF - normal capture the flag mode.
64 players.
ATG - Eliminate the opposing team to win the round.
64 players.
Pistols - CTF mode, revolvers only.
64 players.
RADIO - There is one radio on the map, get there as quickly as you can and play your sides music for 2 minutes to win the round!
64 players.
DTDM - Dynamic Team DeathMatch, you spawn in a team, and after some deaths the spawnsets changes and the combat area is somewhere else!
20 players.
SWAP - kill to make your team bigger, everyone you kill joins your team!
20 players.
Grenades are disabled for every gamemode.
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Changes from DaisyTown to DaisyTown2:
-fixed: You can't crawl on the roof of the stable anymore.
-fixed: You can't easily block spawns by standing in a doorway of the spawnhouse
-fixed: Better clip-distances/lod's
-fixed: Sheriff-building's texture and window height
-fixed: Disabled grenades
-fixed: Spawns are now all inside the buildings/hallways, not in main part of stable or without any cover
-fixed: The windows of one of the spawnhouses are now really windows you can look/shoot through
-added: More space at edges of map, more paths/hallways/rooms. Unnecessary stairs and room in motel removed.
-added: More realistic interiors
-added: climable churchtower
-added: Shootthrough ceiling against camping in the attics of the spawnhouses.
-added: Gamemodes
-added: More sectors and ocluders
-added: Sidewalk planes, so players don't always have to jump
-added: More sounds
-added: Spectator camera's, including dynamic ones.
The map is mirrored, so designed for multiplayer.. Also it's a lot of closecombat and in my opinion vc coop is the best at larger ranges.. I don't think its fun when you enter a room and there's a bot behind the door... But you're a more experienced coopplayer then me of course..
Ok, it's done!
Thanks LDC-78 for uploading the map here
I'll start up my own server with the map, but the .rar includes the picture above and a changelog.txt
I fixed the dissappearing shelves by unlinking them.. All the linked objects had the same sector settings though so I guess it's more of an editor problem then my mistake
About the SWAP gamemode:
First of all, it swaps your class as well. So best is to use unlimited classlimits for the classes you use.
Second, sometimes there is a round and people are swapped, but vietcong doesn't really execute it well, that means: Player is registered as a VC for next life, but is still a US. This shouldn't really give problems except that after a round is finished, you might spawn again, but all on the same team. Then automatically a new round starts and people are swapped. So no real problem, just double spawn. Also this is I believe vietcong's fault and not the script
You could try programming "inbetween rounds" or something, but thats practically the same as it plays now I guess. The main goal of this gamemode is chaos anyway
DaisyTown3 is finished!
Here are the fixes:
-fixed: Crash because of shootable bottles
-fixed: Door stable disappearing when in churchtower
-fixed: Attic above stable disappears inside the stable
-fixed: Some paintings disappearing
-fixed: Some objects on furniture in spawnhouse re-arranged
-fixed: Spawnhouse without lightmaps
-added: Little room in motel
-added: Flags for orientation
-added: Some new wallpapers
-added: Some new paintings
Probably you didn't notice any of these problems, apart from maybe the crash.
All that should now be solved.