Block Fort Frag Wipe Out

Post GTA1/GTA2 maps here (finished and work in progress).
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Block Fort Frag Wipe Out

Post by Sektor » 01 Apr 2010, 03:42

Unlimited vehicle machinegun, rockets and flamethrower. Enough cash to repair your car any time you need it. Molotovs and cars all over the map.

Download bff-wipeout.7z.
Screenshot

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Re: Block Fort Frag Wipe Out

Post by Sektor » 26 Jun 2010, 01:12

  • Changed all players to have the same remap and big purple arrow.
  • Replaced weak weapons with molotovs and decreased molotov respawn time
  • Replaced all parked bulwarks with eddies.
  • Moved the parked eddies away from the wall so players get in the left door instead of right
  • Moved the parked eddies off the single grass lanes so that you can drive past traffic quicker
  • Moved some cars and respawn locations to be on the highest points of the map

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Re: Block Fort Frag Wipe Out

Post by Sektor » 27 Jun 2010, 09:48

  • Getting health puts out fire
  • Moved all but one of the spawn locations onto the high triangles.
  • Added and moved some vehicles

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Re: Block Fort Frag Wipe Out

Post by Sektor » 28 Jun 2010, 01:11

  • Removed a parked eddy from a bridge
  • Added more buses to the bridges
  • Fixed a bug in the code that detects if player 2 is standing on health

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Re: Block Fort Frag Wipe Out

Post by Sektor » 10 Jul 2010, 09:49

I stopped the vehicles from respawning since some of them were causing crashes and I haven't figured out exactly which one yet. I also put the buses on a diet.

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Re: Block Fort Frag Wipe Out

Post by Sektor » 15 Jul 2010, 13:05

Returned buses to normal.
Added tanks that can drive backwards on water but you must keep turning them or they will sink

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Re: Block Fort Frag Wipe Out

Post by Sektor » 17 Jul 2010, 06:48

STORE_CAR_CHARACTER_IS_IN changed the handling of the tanks when another player was in a vehicle, so I no longer use that command on tanks. Tanks now have oil, vehicle machine gun, tank gun and car bombs. There is an electrogun in the water if you can get to it.

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Re: Block Fort Frag Wipe Out

Post by Sektor » 24 Jul 2010, 08:55

Tanks no longer respawn but there are 16 of them. The only weapon they have is tank gun. There is a ramp in the water at the top of the map. Random sounds play when someone dies.

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Re: Block Fort Frag Wipe Out

Post by Sektor » 28 Jul 2010, 06:21

Added more random taunts/praise for when someone dies.

Replaced the DELAY_HERE lines with my own counter that waits about 100 frames. This doesn't delay the GIVE_WEAPON or other commands.

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Re: Block Fort Frag Wipe Out

Post by Salamander » 29 Jul 2010, 23:59

Currently one thing makes this map totally gay, and another just damn annoying:
Gay: Too many cars. In a 3p game, 1/3 of the time by the time i get to the action, they have both died, because 'dodging' the traffic takes for fucking ever.
Damn annoying: the taunts. I need to see the action, not a goddamn sign covering most of my screen so i can't see character or the action.

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Re: Block Fort Frag Wipe Out

Post by Sektor » 16 Aug 2010, 08:23

You can get around quickly by avoiding the roads. The high traffic adds a moving barrier against rockets and makes for some great chain reactions. It also increases the chance of you finding a car. That being said, I have reduced the traffic from 1000 to 800 since it's not a huge difference.
  • Removed PlayerCount line from MMP file (you can delete bff-wipeout-?p.mmp now)
  • Reduced traffic from 1000 to 800
  • Set max wanted level to national guard (preparation for v11.40, don't enable cops in v11.39)
  • Added a wall around the water to make it harder to go underground
  • Initial taunt is random but from then on they just display in order.
  • Taunts should no longer get stuck in a loop if a player disconnects during the game.
  • Tank thrust and max speed have been reduced
  • Added a some special icecream vans.
I noticed if a player disconnects, they get turned into a ped. They respawn when they aren't on any player's screen which kept triggering the taunt messages since it saw that player as dying. I worked around it by only displaying a taunt if the character has entered a car since they last died. I should have used CHECK_SCORE_GREATER than since it always returns zero on a ped or player that quit.

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Re: Block Fort Frag Wipe Out

Post by Sektor » 16 Aug 2010, 15:56

  • Changed the angle of an eddie to allow opening of the left door
  • Changed all unreachable land to field so that peds don't spawn on it
  • Players that quit get turned into peds. An arrow points at them and they try to kill threats with their fists.

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Re: Block Fort Frag Wipe Out

Post by Sektor » 22 Aug 2010, 12:18

All player's should now have fire put out when standing on health. In the last version, I changed the order of some code and that broke the standing on health checks for players 2 to 6. I also disabled the messages displayed when certain tanks sink.

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Re: Block Fort Frag Wipe Out

Post by Sektor » 24 Aug 2010, 15:08

  • Added about 50 more parked cars (thanks to beta version of TM's map editor it was easy)
  • Added teleport platforms (walk into the middle of the Yin-Yang symbols)

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Re: Block Fort Frag Wipe Out

Post by Sektor » 05 Sep 2010, 11:14

Both versions:
  • Added about 10 more parked eddies
  • Moved some eddies that were too close to walls
  • Added a teleport tunnel that goes from top left to bottom left
Block Fort Frag Wipe Out:
  • Removed taunts, tanks and icecream vans. They are still in the Extreme version.
Block Fort Frag Wipe Out Extreme:
  • Icecream Vans are no longer bullet or flame proof and now take 4 rocket hits
  • Tanks returned to their original 4 rocket hit strength

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Re: Block Fort Frag Wipe Out

Post by Cuban-Pete » 06 Sep 2010, 17:58

xin lol, my man

he said something like that , haha. :D
"Mmmm, your eyes are so beautiful."

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Re: Block Fort Frag Wipe Out

Post by BluE » 20 Sep 2010, 14:55

hey sorry but how can i play this map? it says it is for 0 players so gta dont let me start the game

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Re: Block Fort Frag Wipe Out

Post by Gustavob » 20 Sep 2010, 16:50

Use GTA2 11.41, it's .mmp file doesnt have the PlayerCount = x line, so GTA2 11.41 will make it so it supports 6 players, actually will allow 5 players to join it but if script has less than 6 players it will crash if you start it with more than max allowed players
You just lost the game.

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Re: Block Fort Frag Wipe Out

Post by BluE » 20 Sep 2010, 18:43

thanks, thought i already had the newest version, but now it does work.

i found a glitch? at the top left corner where the two ice cream busses are. theres one texture missing? its an empty hole, which gets the game crashed, when you enter it.



ps.: does the patch fix the molotov-flying-cheat? DonÄt you need that one to get to the Ice-Cream Cars? Also I'm playing Dafe's map, where you need the bug to get one of the tanks.

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Re: Block Fort Frag Wipe Out

Post by Gustavob » 20 Sep 2010, 18:51

BluE wrote:i found a glitch? at the top left corner where the two ice cream busses are. theres one texture missing? its an empty hole, which gets the game crashed, when you enter it.
That empty hole may crash game in version 9.6(F) because of teleport, but it wont crash when using 11.41
BluE wrote: ps.: does the patch fix the molotov-flying-cheat? DonÄt you need that one to get to the Ice-Cream Cars? Also I'm playing Dafe's map, where you need the bug to get one of the tanks.
the flying glitch has been fixed in original 9.6F but you could still fly over the ground like when youre jumping. You can use the safe-fall-bug to get to the DDV Tanks (jump, when you get to the edge throw a molotov, EXACTLY when you get to the edge of the solid area).
You just lost the game.

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