pl_strider_v3

Credits

Submitter
  • P2: Drudge
    Points: 1,800
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
dertend2000 (Creator/Co-creator)
Key Authors
diodio
natto-sol

Rating

8.36/10
Based off 22 rating(s)

Rate Map

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Additional Info

Development State
Final/Stable
Version
3
Maximum Players
26

Stats

Post Count
58
ViewCount
12,125
Downloads
2,050
Date Added
3 years ago
Date Modified
2 years ago
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THIS FILE IS BEING REPOSTED AFTER CONFERRING WITH THE MODERATORS AND CHECKING VALVES "RULES" FOR CONTENT USAGE. THIS MAP IS NOT ILLEGAL. THE CONTENT IT USES IS NOT FROM THE HALF LIFE 2 GAME FILES, BUT FROM THE SOURCE ENGINE SHARED CONTENT (C:\Program Files\Valve\Steam\SteamApps\source 2007 shared materials.gcf,source 2007 shared models.gcf, source 2007 shared sounds.gcf, etc.) WHICH IS INSTALLED WITH AND AVAILABLE TO EVERY PC VERSION OF TEAM FORTRESS 2 WHETHER AS PART OF THE ORANGE BOX OR NOT AND CAN LEGALLY BE INCLUDED ACCORDING TO VALVES OWN CONTENT SHARING RULES (MOD CONTENT USAGE/SOURCE). YOU CAN SPAWN ALL OF THE HALF LIFE 2 CONTENT FROM THIS MOD IN TF2 USING createdynamicprop AND SIMILAR COMMANDS.

REPEAT, THIS CONTENT IS CONFIRMED TO BE LEGAL, PLEASE DO NOT DISAPPROVE AS ILLEGAL SIMPLY BECAUSE YOU DON'T LIKE THE TEXTURES. ANY DISAPPROVALS MADE ON THIS BASIS WILL BE CHALLENGED.

TF2 meets Half Life 2! The citizens of City 17 (red team) battle against their combine oppressors (blu team). The combine blu team is taking a strider to destroy the red team's secret research facility near their base. The red team has to destroy the strider before it reaches the research center, or City 17 is lost! The blu combine team needs to escort the strider and protect it on it's way to the research center so it can unleash it's full power!


The strider is shielded from the front, so red needs to either get under it, or attack from the sides using the various windows, ledges and roofs around the map in order to do any significant damage.

This map is slightly different from regular PL maps in a few other ways. For one, the strider, which acts as the cart, does not have a dispenser function and does not heal or replace ammo/metal, however it can attack! The strider's laser will cut down anything in it's path, friend and foe alike, so clear the area when it fires!

The strider will move forward when members of the combine blu team stand near its legs, or slightly behind it. It will stop moving if it takes damage, and start moving backward if it takes over a certain amount of damage. If the strider takes too much damage it will be destroyed and the red team will win. The strider's current damage status is indicated by the color of the light on the console in the respawn room. If the light is blue the strider is in good health, green is about half health and if it's about to be destroyed the light will turn red. Blu gets 1 point for destroying each of the gates on the way to the research center. Any Red players near the gates when they are destroyed will be killed by the explosion.


Please don't bother posting about using Half Life 2 textures and such in TF2. The entire idea of the map is that it's a Half Life 2 themed map!

Credit to Valve for all the Half Life 2 textures, models, buildings, etc.

I hope you enjoy this slightly different type of PL map.


12/5

I revised a map.

  • The armor of the front of strider thickened.
  • I reduced some durability.
  • I lost a barrier.
  • I made a passage underground.
  • I made the tower where a sniper could step on.
  • Others

9/15 A revision point of beta version 8.1

  • I set up shield before strider. The durability is low in this shield, but revives immediately even if broken. In addition, the durability of strider in itself does not decrease even if I disturb this no matter how much.
  • I made the durability of strider 14 from 12.
  • I changed some maps to be easy to do attack from the side in strider
  • I attracted attention to understand a lower text with the durability of strider at the time of a game start. Meters increase.
  • I revised that a nodrow beefsteak charr stayed on a building.
  • I installed a tele porter in a bottom and the gap of stairs and revised the bug that fitted in if I did teleport.
  • The person whom there was below if the floor that collapsed of the second gate collapsed died instantly.
  • strider did not attack it at the time of setup.
  • I attached a door to blue respwanarea.

*9/21 A revision point of beta 9

  • I made the front part armor of the main body of strider big.
  • I made the size of the shield before strider big and increased some durability.
  • I could be accompanied and was not able to attack a wall from a long distance aside in the round building which the last curve had.
  • I kept an obstacle if I would repent for a snipe from a window of 1F in the second gate side.
  • I adjust the structure of the building to some extent generally.

*6/16 A revision point of version2


*7/4

A revision point of version3

*I make SKYBOX *I revise the bug that warning was announced when I capture STRIDER with last CP


Because it is WEB translation, there may be a place hard to find. Because I am weak in English, I am sorry

Please watch http://blog.goo.ne.jp/dertend2000/ in detail.

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Comments

    • P1: Beggar
      Points: 2
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Hey. I love the map. I am just wondering how to get to the Strider Health Room. I really want to know because me and my friend were noclipping around the map and found it. If you don't want to reveal to all just email me at chris@christopherlear.com

    I would also like to know what the doorframes with the brick doors are for.

    Thanks =D

    Bananite
    • P1: Beggar
      Points: 111
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    It's ideal map for me!

    in TF2
    • P1: Beggar
      Points: 45
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I don't normally like payload maps, but I love this one.

    Left"U"Dead
    • P1: Beggar
      Points: 50
    • E1: Helper
      EF: 1
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      Account Age: 3 years

    Balance: From the times I've played this map, the map isn't perfectly and completely balanced, but it isn't to the extent where Blu can steamroll Red, or vice-versa. Mabye making some of the side paths more noticeable would help combat this. It also helps if Blu don't decide to team-kill the strider, which I have seen happen before. Fun: This map is very fun, due to the strider mechanics. It's also good to go back to City 17 once in a while. However, I do have to say that the map is more fun for Blu than it is for Red, at least in my expeirence. Gameplay: Gameplay is definetely unique, and the unique twist on the normal payload is what makes this map so memorable. The strider shield makes sure that the strider can't be killed easily, and that Blu will have to push Red out of any buildings behind the strider to ensure success.

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: different and fun Cons: frustrating at times Improvements: change strider health dependant on # of players

    Bananite
    • P2: Drudge
      Points: 1,800
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    • A5: Veteran
      Account Age: 4 years

    I remodel this map and have already made a VIP map protecting VIP by MOD.

    This VIP map is the map which can be idle as a CP map.

    However, I do not upload the map in FPSBANANA.

    http://natto.studio-web.net/download.html I can download it from here.

    DIODIO
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I tried your map last night in review for our custom map rotation. It's very cool, and creative. I was wondering, would you consider making a similar map by removing the strider, and control points to make it more of an urban sniper deathmatch?

    I would be more then willing to put it in our rotation if you would be willing to do that.

    Everything is done so well..

    Thanks for everything you map makers do!

    -White|Phatt (ClanRcR.com)

    Bananite
    • P1: Beggar
      Points: 302
    • E1: Helper
      EF: 6
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Original concept, fun to play, mostly balanced Cons: Not TF2ish enough; soldiers and snipers tend to dominate. On the large size, but really a non-issue once you learn the map. The information text at the beginning of the round is a little off in the grammar department, but still completely comprehensible to anyone reading it. Improvements: Possibly incorporate some smaller nooks and crannies into the main pathways as an alternative to traveling through the open street, and try to avoid dead-end paths (there are a few). Also add some direction arrows for red at their spawn (so they know to take the shortcut paths rather than travel the whole length). It would also be beneficial to let someone who speaks a little better English to edit the map info to give it the professional edge. Notes: This is an excellent map IMO. It far outperforms any other payload map. The rounds are action packed and something actually happens each time! I don't think there's a red vs. blu imbalance, the round outcome lies completely on how well a given team knows how to play the map. When it plays on our server whatever group wins attacking also wins defending (or vice versa) every single time the map comes up. Balanced teams are a definite necessity with this map. I don't know how one would improve on this though.

    Bananite
    • P1: Beggar
      Points: 99
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      EF: 1
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    • A4: Graduate
      Account Age: 3 years

    So I've spent a lot of time reading the reviews here. I like the notion of a hl2 map for tf2 as snipers and soldiers would have a huge advantage. Though I thought I'd add a few constructive thoughts. You might try a hunter instead. This might fix the fact that pyro's can't damage it. It sounds like your cart death notion doesn't function fully, in which case, a better implement of it might be necessary. The Cart death should cause red to win outright instead of them having to fend off from "losing team". A few ideas might include having the cart blow up early if it takes too much damage. Plus the path should be a single road, perhaps with a few slight turns but ones that one cause the cart to "collide" with objects as it tries to pass over them. With a Hunter as the cart, you might set the path over a destroyed car for instance.

    Another note. it sounds like this map has a future with a few fixes to be added. You managed to set up a sentry function, The spy idea sounds amusing, meaning that you'd have to keep an engineer near the cart. Additionally you could add attacks (3 levels) as though it were a turret.

    If you can find someone to reskin the map with better tf2 colors but keeping the content you might find fewer complaints in terms of content. I know that a mapping "team" would take longer to deal with but might very well be worth it. I wish you the best of luck and will DL the map.

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Yo so a while ago a horse galloped by and told me that this map was the SHIZZAT and the negative reviews were from people who were downing DAT HATERADE.

    Not being exactly swayed outright I decided to try the map myself. What did I find out? I found out that horses do not lie.

    YEAHHH~
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