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Author Topic: Block Bastion - BL-TF2  (Read 98571 times)

Next map: cp_depot - Granary remake


BLOCK BASTION
Current map: ctf_2castra
The original unoriginal Blockland TF2!
                                                             




Top Redit Holders (Does not include me)

Place   Redits       Player     BL_ID
1
229
Mrpotatohead3418506
2
212
Tingalz11532
3
194
Dr. TopHat8917
4
99
Nicro6357
5
71
Masterrockets13909



Table of Contents

The first (?) thread to ever have one on the forums, thanks to Truce. <3
If a section says "NEW", click on the icon to go directly to the new content.

You may remember my 2Fort recreation from a few months back. Well, sadly (or not?) I waited too long to get back to it, and now the topic is too old. So, I revived it with this new, sleeker, better, loveier topic.

So: To those of you who never saw the first topic, let me tell you what's going on. I have recreated the beloved Team Fortress 2 map "2fort".

VIDEOS:
Tour 1
Tour 2
Ending Flourish
Scout Gameplay



Server Status
(Provided by Tom, thanks!)


Current Class Inventories

Scout
1. Scattergun
2. TF2 Pistol
3. Aluminum bat

Unlockables
Force-A-Nature  (1)
The Sandman  (3)

Soldier
1. Rocket Launcher
2. TF2 Shotgun
3. Shovel

Unlockables
Direct Hit (Kinda busted)  (1)

Pyro
1. TF2 Flamethrower
2. TF2 Shotgun
3. Fire axe
4. Deflector

Unlockables
Flare Gun  (2)

Demoman
1. Grenade Launcher
2. Stickybomb launcher
3. Bottle

Heavy
1. TF2 Minigun
2. TF2 Shotgun
3. Fists

Unlockables
Sandvich  (2)

Engineer
1. TF2 pistol
2. TF2 Shotgun
3. TF2 Wrench

Medic
1. Blutsauger
2. TF2 Medigun+
3. Bonesaw

Unlockables
Ubersaw  (3)

Sniper
1. TF2 Sniper
2. TF2 SMG
3. Kukri

Unlockables
880 Rifle  (1)
Huntsman  (1)

Spy
1. SF Revolver
2. TF2 Butterfly Knife
3. Invisibility Watch/Dead Ringer/Cloak and Dagger
4. Disguise kit

Unlockables
Ambassador  (1)
Dead Ringer  (3)
Cloak and Dagger  (3)

Please give suggestions on weapons to use.

Pictures

Red Base







Blu Base







Misc. Areas





Gameplay

 

 

 

 

 

  [/img]

 

 

 

In case you want to read through the old thread, here is a link: http://forum.blockland.us/index.php?topic=65749.0

Credits
Although I built almost 100% of this build, a few people helped with that <1% and some mods/weapons. This couldn't be what it is now without you guys. Thanks. ;3

Littledude is credited for designing the dispenser build model I am currently using.

Space Guy and Azerath are credited with allowing me to use their packs of custom TF2 weapons.

And, of course, everyone who created the add-ons I use on my server, because only having the default weapons wouldn't make for such a good game. (And we wouldn't even have those without Badspot making the game in the first place, so thanks!)
« Last Edit: January 16, 2010, 04:14:04 PM by Regulith »


Woah, this looks awesome! I mean, its an exact representation of 2Fort. Nice job :D

News

July 26th: Posted revival topic. semi-functional sentries have now been added, and the Spy is currently being updated with the new invisibility watches. Class events are being looked over for bugs and unneeded events. Read about sentries below. Check to see if the server is open periodically, it will be open as soon as the class events are done.

July 26th, later in the day: Weapons have been revised, and old weapons have been updated. Still some high damage issues. Need to lower damage on multiple weapons. Grenade is no longer in use, damage radius is ridiculous. Added a feature that allows players to change class without Self Delete; small teleports in each respawn room make players respawn back in the class choosing rooms.

I'm building the sewers right now. I also added a "skybox" of invisible walls to stop people from trying to use a loophole in the phrase "outside the map" and going on killing sprees from the safety of the roof and towers.

July 27th: After a slight USB mouse fiasco, I'm back to building. A Wild Dispenser has appeared! In the new sewer systems are dual-colored tool boxes which dispense...dispensers. They're still in the works, and will be fully functional. Sentries can now be shot down as well, so there isn't such a heavy demand for Spies. I should have the sewers completed soon (hopefully).

The sewers are now finished! Dispensers have been disabled until I make them "killable" via weapons instead of just sappers. Not to mention they don't even heal yet! For now, let's have some fun! :D

July 29th: Dispensers are working, sentries are more deadly (plus they have their own CI icon when you get killed by one, made by me :3 ), and I've changed the name of the build/topic to something a little less cheesy and a little more Gang-Garrison-like. Experimenting to see if Racer's TF2 Minigun does fair damage.

Fixed one of the Blu spawn room doors not opening from the outside.

July 30th: Sentry/Dispenser destruction events totally redone. They are much more smooth, and the "Health HUD" is a little better looking. No longer will you see
Red Sentry down!
Red Sentry down!
Red Sentry down!
Red Sentry down!

When someone destroys something. (That also means no more "You think the red sentry is down?" jokes, but hey, no pain no gain.) They also have twice as much health. I'm thinking of making the sentry in the courtyard "turn" when someone is on the side so it can shoot that way too, instead of just in front of it. I've also decided to see how an unlock system will work. For now it will include the C&D and the Dead Ringer for the Spy, the sandvich for the Heavy, the Backburner for the Pyro, and anything else I manage to think up. Server won't be up until much later today, I expect.

Because there are no events to check if a Spy is disguised or not, Spies are not affected by sentries entirely. I'll try to pass it off as a programming error or something. Something about sentries not being able to see people wearing a striped suit. Yeah, that sounds good. Let's go with that.

August 1st: Just fixing some things, like the mysterious disappearing toolbox in the Blu courtyard and realigning the shift events for the sentries. I'll be hosting later tonight, but not too late.

(Early in the morning August 2nd) Covered up the holes in the large spawn rooms with covers that only de-collision for 2 seconds when a player on that team touches it. This is to stop people who for some reason don't realize it's the spawn room, so they jump up there are stand there killing everyone who spawns.

I'm also running two different scripts to stop any map-list lag bombing attempts, so don't even try. You will be ratted out by said scripts and I will perma-ban you.

August 2nd: Block Bastion TDM will not be hosted for 2 weeks, as I am away from my home router. I will work on the build for the next week, but I will not be taking my laptop with me to Honduras. Check back for updates.

August 17th: I have returned from my trip, and am now working on finishing the new spawn rooms. I will be hosting again when they are finished.

August 25th: After serving my ban, I'm back. I've had a lot of time to work on Bastion, and here's what I did: Finished the new spawn rooms, made it so players change avatars according to class, added a room which counts how many times a class has been chosen per team, made a disguise area for Spies, added unlockable weapons, and started making a team choosing room.

August 26th: After a generous donation of weapons by Space Guy, most classes have new weapons. A few unlockables added, and the SetAppearance events have been redone so that you aren't always wearing a hat. The Red Spy's Pyro disguise no longer has the wrong color pants. I also made a switch that resets the events on the sentries so I don't have to go through each one and fix them brick by brick. forget yeah.

August 31st: Spiffed up the Blu base, and made it look less like a dupe of Red base and more like actual Blu base. Updated pictures. Garry's Mod is coming in handy for this.

September 1st: More Blu base editing. Starting to hide some of the "you're-not-supposed-to-see-these" areas.

September 8th: Began building the new sentries.

September 11th: Working on sentries. After I finish making the level 1 sentries, I will open the server. Currently I am making it so when toolboxes are hit, it builds a sentry for whichever team hit it. Upgrades will come later.

September 26th: Opened up courtyard shack and placed intelligence inside. Block Bastion is now CTF. Garage doors switched to hangar doors, Space Guy's donated Scattergun, Shotgun, and SMG added.

October 25th: Updated the build to work with Variables V5. Request put in to the makers of the Achievement Mod to add a variable to be used so weapons can be unlocked after a certain number of achievements are unlocked. Removed old sentry models from map. Changed toolboxes to transform the player into a sentry onWrenchHit rather than if the player has a variable from choosing the Engineer class.

November 17th: Upgraded the unlock system. Kills grant "Redits" (Regulith Credits) which when a certain amount is reached you can use unlockables. No longer do you have to re-earn your points each round.

December 29th: Main build is finished.
« Last Edit: December 29, 2009, 05:13:10 AM by Regulith »

Makes mine look like a piece of stuff.  Good job regulith.


I'm closing down for the night in a few minutes, I'll probably be back up later tomorrow.

Thanks for the suggestions on how to improve, I still think I need to edit the weapons so they do realistic damage.

The Blue base looks very... grey. Try using a colorset with more blue/colour-shaded greys.

Lol, I have no idea about the source of this, but it looks nice. To me it looked like a farmhouse at first xD

There needs to be a picture of the water.

You finished? it looks good

Your buildings look generic, oh well, I think you focused more on gameplay than detail.

sentrys=win.
this whole thig=epic win.

The Blue base looks very... grey. Try using a colorset with more blue/colour-shaded greys.

Any suggestions?

EDIT: If anyone has any ideas at all on how to improve classes, PLEASE tell me. Everything is kind of out of whack right now, and I need to get some new weapons/edit some of the weapons I already have. I'm in need of some good melee weapons, I'd rather not use the Cutlass for everyone.
« Last Edit: July 26, 2009, 05:09:59 PM by Regulith »

may stop by, see ya in a few.