WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf
Question Block question.vmf
Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf
Brick Block brick.vmf
Coin Brick Block brick_coin.vmf
Coin coin.vmf
Solid Block prop_static
Pipes (32, 64, 128, top, angle, manhole) prop_statics
Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf
Pipe Exit pipe_exit.vmf
Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials
Lava for the castle materials
Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided.
Fix Up Name The name of the pipe, used to find the exit.
$color The color of the pipe
$dir The direction of the pipe using this format:
[ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin
1. Coin x10
2. Mushroom
3. Wingman 1UP
hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels
Enabling/Disabling Replacements for each teams
Refresh Delays
Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER!
Features
Enabling/Disabling Stomp
Enabling/Disabling Block Fragging
Enabling/Disabling Movement Enhancements
Enabling/Disabling Coin sharing with teammates/brothers
Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times)
Objects
Coin Value
Coin Healing
Mushroom HP
Mushroom Disappearing Time
Maximum Player Health
The default empty block model
Themes
Setting the theme height ranges: ground, underground, underwater, castle.
Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars
2D textures of the blocks such as the brick block, solid block (real underwater ground left)
Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
Level looks neat. I really dig A site more than B site. B site has 4 different entrances (2 from middle alone), which may be an issue but you'd have to test it with people to be sure.
The redundant pathing from middle to A makes the level feel very large. The large loop around near T spawn is something I'm not a huge fan of either.