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 Gold Rush (Extremely early beta) 
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Joined: Mon Feb 11, 2008 11:11 pm
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Location: East of Applachia, West of the Mississippi
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Post Gold Rush (Extremely early beta)
A collaboration between me and Gotcha! Gold Rush is a gently sloping valley with an abandoned mine in the middle. The mine was abandoned when the resource war heated up, and now it's your job to return and mine the remaining gold. Be wary however, as your enemies are not your only obstacle; the mine is filled with dangers itself.


Fri Aug 15, 2008 11:59 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Gold Rush (Extremely early beta)
Aw, I was expecting a TF2 map.


Sat Aug 16, 2008 12:03 am
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: Gold Rush (Extremely early beta)
I watched a documentary on the GoldRush yesterday....

Imagine my disappointment when I saw that the documentary
didn't cover the TF2 level, because the Gold Rush was obviously
named after the TF2 course, it seemed only natural that...

And I was expecting from this map some guys hunched over a river,
shakin' their fryin' pans looking for some glitter.


Sat Aug 16, 2008 5:35 am
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Joined: Mon Feb 11, 2008 11:11 pm
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Location: East of Applachia, West of the Mississippi
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Post Re: Gold Rush (Extremely early beta)
Grif wrote:
Aw, I was expecting a TF2 map.

Hey, the map's name and the mines are inspired by TF2.


Sat Aug 16, 2008 5:08 pm
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Gold Rush (Extremely early beta)
Lambda wrote:
Grif wrote:
Aw, I was expecting a TF2 map.

Hey, the map's name and the mines are inspired by TF2.

Aw.......
I thought you guys were inspired by the California gold rush of the 1940's.
Sounds good.
Maybe next build(This is justified), Lua will allow you to make cave ins.


Sun Aug 17, 2008 8:00 pm
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Joined: Fri Apr 27, 2007 4:55 pm
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Location: America!
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Post Re: Gold Rush (Extremely early beta)
Nah, you could totally make cave-ins right now if you wanted.


Sun Aug 17, 2008 10:32 pm
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Post Re: Gold Rush (Extremely early beta)
Why would they abandon it in those circumstances?


Sun Aug 17, 2008 11:55 pm

Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Gold Rush (Extremely early beta)
Nukes.

Also something that is lacking from existing maps are interactive objects. Stuff that you can either use to your advantage, simply destructable enviroment, or even hazardous items and such. Stuff like crates (I think Actors with their team set to 3 or other random.) explosive barrels, water silos, gas tanks, car wrecks (think of wielding blipflip's gravgun to pick those up and chuck at enemies or just use as covers ect.)
The crates could be either simple boxes that gib after a few hits and you could use them as cover, or you could even stick in some objects like weapons, tools and so on.

Also same stuff could be used as hazards, like tiny flaming geysers(?) or fragile alien acid filled containers that would splash out and rip your skin off if a stray bullet hits it and all that kind of stuff.


Tue Aug 19, 2008 12:04 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: Gold Rush (Extremely early beta)
@Numgun: Being worked on by my partner in crime, Duh102. :wink:
He's already made a non-actor rocket which can be conveniently blown to pieces whenever you feel the time's right, and there'll probably be interactive crates, gun dropping ones and ones that do ouch.


Tue Aug 19, 2008 12:13 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Gold Rush (Extremely early beta)
Yeah good to hear that. I might test this with B21 by making a deathmatch mode that I'm planning to include with the RS mod I'm making. It will be like tactical fighting with lots of stuff that can be utilised creatively. Also now that blipflips legendary gravgun has been found and I understood how it works, I might put it to good use.
:)


Tue Aug 19, 2008 2:40 pm
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happy carebear mom
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: Gold Rush (Extremely early beta)
Currently the boxes I'm making aren't able to be picked up by the gravgun, being pinned MOSRots, but the team3 actor thing sounds perfect...


Tue Aug 19, 2008 11:25 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Gold Rush (Extremely early beta)
You can use the brain actor's code as template, just remove the AddToGroup = brains and you have a much more reliable interactive object than an MOSR.

MOSR are no good for interactive map object use since they can and will turn into terrain. Also I dont see any point why'd you pin them. Let them be free objects.


Wed Aug 20, 2008 9:05 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: Gold Rush (Extremely early beta)
Won't this lead to those good old map weirdness like in my first map pack? Exploding brains and stuff like that.


Wed Aug 20, 2008 9:29 am
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Post Re: Gold Rush (Extremely early beta)
Maybe, although the code is an Actor(Brain) class. The AHuman class(A normal limbful actor like a soldier) that is derived from the actor class is much smaller and stripped down and should be less hazardous.

So maybe it might increase the risk slightly, but in any case, if the game starts to get laggy, MOSRs will turn into terrain even if you had them set to RestThreshold -500 that is supposed to keep them active.


Thu Aug 21, 2008 2:02 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Gold Rush (Extremely early beta)
just use team 3 ahumans with no limbs and maybe some attachables for crates/whatever else. and craft for oil cans, so they do the flashy splosion thing always, as opposed to just dying like ahumans can.

just dont use MOSRs.

i would love some interactive lua rockslide fun :)


Wed Sep 03, 2008 1:24 am
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