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A rollout trainer I made
1
#1
61 Frags +

http://gamebanana.com/tf2/maps/170038

Currently it contains map excerpts for granary, process and badlands. I want to add more soon, specifically gullywash and snakewater, though I have to account for Hammer file limits.

If push comes to shove I'll just make a separate map containing extra rollouts, because some maps have a clusterfuck for a layout when it comes to trimming out the fat and fixing the leaks after removing a lot of detail is tiring.

Suggestions would be nice, thanks~

http://gamebanana.com/tf2/maps/170038

Currently it contains map excerpts for granary, process and badlands. I want to add more soon, specifically gullywash and snakewater, though I have to account for Hammer file limits.

If push comes to shove I'll just make a separate map containing extra rollouts, because some maps have a clusterfuck for a layout when it comes to trimming out the fat and fixing the leaks after removing a lot of detail is tiring.

Suggestions would be nice, thanks~
2
#2
1 Frags +

Seems nice. Once I get off from work I will try this!

Seems nice. Once I get off from work I will try this!
3
#3
0 Frags +

This looks really cool, I'm excited to try it

This looks really cool, I'm excited to try it
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#4
0 Frags +

definetley downloading!

definetley downloading!
5
#5
0 Frags +

Really good - worth a download

Really good - worth a download
6
#6
0 Frags +

About time someone made this! Thanks!

About time someone made this! Thanks!
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#7
cp_snakewater
10 Frags +

If you need the snakewater source file feel free to contact me over steam so you won't have to go through the hassle of decompiling. Nice initiative!

If you need the snakewater source file feel free to contact me over steam so you won't have to go through the hassle of decompiling. Nice initiative!
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#8
3 Frags +

I have the sources for them and I have trimmed them somewhat - Snake and Gully just require a lot of work before I can include them. Both have annoying geometry, especially Gully.

A map like Granary on the other hand is literally a rectangle.

I have the sources for them and I have trimmed them somewhat - Snake and Gully just require a lot of work before I can include them. Both have annoying geometry, especially Gully.

A map like Granary on the other hand is literally a rectangle.
9
#9
-3 Frags +

Although this is a great idea, why wouldn't people just use a script to practice rollouts?
It's a lot more simple.

bind downarrow "mp_restartround 1; wait 1200; hurtme -99999"
(I think this is what I use)

Although this is a great idea, why wouldn't people just use a script to practice rollouts?
It's a lot more simple.

bind downarrow "mp_restartround 1; wait 1200; hurtme -99999"
(I think this is what I use)
10
#10
6 Frags +
Lights_Although this is a great idea, why wouldn't people just use a script to practice rollouts?
It's a lot more simple.

bind downarrow "mp_restartround 1; wait 1200; hurtme -99999"
(I think this is what I use)

They do
But this means you don't have to change maps when practicing all of them

[quote=Lights_]Although this is a great idea, why wouldn't people just use a script to practice rollouts?
It's a lot more simple.

bind downarrow "mp_restartround 1; wait 1200; hurtme -99999"
(I think this is what I use)[/quote]
They do
But this means you don't have to change maps when practicing all of them
11
#11
1 Frags +

It's for the convenience of having multiple maps in one. Switching between maps can take a while for some people.

It's just an alpha - I'd like to add more.

It's for the convenience of having multiple maps in one. Switching between maps can take a while for some people.

It's just an alpha - I'd like to add more.
12
#12
3 Frags +

Why can I only +frag you once?

Why can I only +frag you once?
13
#13
4 Frags +

A really nice addition to these would be if hitting mid does mp_restartround 1 and hurt me -160 while in the same "map". It's a great concept and is very clean.

A really nice addition to these would be if hitting mid does mp_restartround 1 and hurt me -160 while in the same "map". It's a great concept and is very clean.
14
#14
1 Frags +

are you the guy from bazaar.tf

are you the guy from bazaar.tf
15
#15
0 Frags +

tried it last night, its very fun and appreciate the time your taking to do this. I shared it with quite a few people already. Can't wait to see the finished version. Its already pretty useful. Rock on Br0

tried it last night, its very fun and appreciate the time your taking to do this. I shared it with quite a few people already. Can't wait to see the finished version. Its already pretty useful. Rock on Br0
16
#16
0 Frags +

#14: He is. Pretty cool guy.

#14: He is. Pretty cool guy.
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#17
0 Frags +

nice job going to this out

nice job going to this out
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#18
0 Frags +
DrakeMegrimA really nice addition to these would be if hitting mid does mp_restartround 1 and hurt me -160 while in the same "map". It's a great concept and is very clean.

What I'd like to do is keep it as multiplayer-friendly as possible. I know people will want to rollout with friends to educate them on how to do things, so I'm catering to that.

[quote=DrakeMegrim]A really nice addition to these would be if hitting mid does mp_restartround 1 and hurt me -160 while in the same "map". It's a great concept and is very clean.[/quote]

What I'd like to do is keep it as multiplayer-friendly as possible. I know people will want to rollout with friends to educate them on how to do things, so I'm catering to that.
19
#19
0 Frags +

A nice substitute to the rollout config!

A nice substitute to the rollout config!
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#20
0 Frags +

Started work again today. Remaking the lobby since I was hardly finished on it and the design I was going for was looking poorer and poorer.

Hence, here's a new design I'm working on. The lobby will have a basic training area for various types of jumps in vertical space, as in the area which hasn't been filled in yet.

http://i.imgur.com/7ccLC.jpg

Snakewater is also in the works.

Started work again today. Remaking the lobby since I was hardly finished on it and the design I was going for was looking poorer and poorer.

Hence, here's a new design I'm working on. The lobby will have a basic training area for various types of jumps in vertical space, as in the area which hasn't been filled in yet.

[img]http://i.imgur.com/7ccLC.jpg[/img]

Snakewater is also in the works.
21
#21
18 Frags +

made me lockdown my scout rollouts A++ would rollout again

made me lockdown my scout rollouts A++ would rollout again
22
#22
2 Frags +

Awesome.

Anyway, I've stripped every single overlay from the map to conserve a little bit of space. Process has been made much lighter (turns out the light_environment had a sun angle of FIFTEEN, don't know how I didn't figure that, I just thought it was the high walls)

New lobby (still needs more even lighting)

http://i.imgur.com/bUi6T.jpg

Fixed cp_process

http://i.imgur.com/0TMFa.jpg

Awesome.

Anyway, I've stripped every single overlay from the map to conserve a little bit of space. Process has been made much lighter (turns out the light_environment had a sun angle of FIFTEEN, don't know how I didn't figure that, I just thought it was the high walls)

New lobby (still needs more even lighting)

[IMG]http://i.imgur.com/bUi6T.jpg[/IMG]

Fixed cp_process

[IMG]http://i.imgur.com/0TMFa.jpg[/IMG]
23
#23
0 Frags +

Any possibility for metalworks since it's the new map for s13?

Any possibility for metalworks since it's the new map for s13?
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#24
0 Frags +

Perhaps. I may have to make two maps, doubt I'm going to fit more than one into this unless I make a lot of cutbacks.

edit: I don't /really/ want to make more than one map though. I really just want to do the popular maps.

Perhaps. I may have to make two maps, doubt I'm going to fit more than one into this unless I make a lot of cutbacks.

edit: I don't /really/ want to make more than one map though. I really just want to do the popular maps.
25
#25
0 Frags +

Anyway you could make it so going through a take me back door resets the round time, would help for timing yourself on the rollouts.

Anyway you could make it so going through a take me back door resets the round time, would help for timing yourself on the rollouts.
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#26
0 Frags +

I don't want to do any round resets etc, I'm designing the map around the ability to make it work on multiplayer, as a great way to practise rollouts is being helped by someone else.

Another new thing: to simulate overheal at a very basic level, the midway points in the maps will passively heal you.

I don't want to do any round resets etc, I'm designing the map around the ability to make it work on multiplayer, as a great way to practise rollouts is being helped by someone else.

Another new thing: to simulate overheal at a very basic level, the midway points in the maps will passively heal you.
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#27
0 Frags +

my scout rollouts could use some work

my scout rollouts could use some work
28
#28
3 Frags +

can't wait for gullywash and snakewater!

I can for metalworks though...

can't wait for gullywash and snakewater!

I can for metalworks though...
29
#29
2 Frags +

It would be great if you count incorporate last checkpoint teleport doors like you do for the drop down on cp_badlands!

It would be great if you count incorporate last checkpoint teleport doors like you do for the drop down on cp_badlands!
30
#30
7 Frags +

It would be interesting if there was an mge element to a rollout training map where you compete on rollouts versus another person.
You get a point for finishing before opponent, first to 5 wins the 'match', or something like that. Would require some modifying on the server mod side of things though.

It would be interesting if there was an mge element to a rollout training map where you compete on rollouts versus another person.
You get a point for finishing before opponent, first to 5 wins the 'match', or something like that. Would require some modifying on the server mod side of things though.
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