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tr_medic
1
#1
0 Frags +

I have been working on a pack of single-player medic training maps that I would like to share.

tr_medic_agility is an obstacle course testing the player’s movement and situational awareness. The map features 16 stages of varying difficulty. Soldiers on the sidelines gauge the medic’s reaction time and spam avoidance.

tr_medic_spawn is a beginner map for new medics, or a warm-up routine for seasoned players. The goal is to train the player to tag all their teammates with overheals during the rollout phase. A few seconds after the round begins the map tests if you have sufficiently healed everyone, then rinse and repeat. The map features Valve’s NextBots for dynamic pathing. Included config file can be used to adjust difficulty.

tr_medic_xbow can be used by the player to train their aim with the Crusader’s Crossbow. There are two main areas in this map. The movement prediction arena offers an open playground for players to practice leading shots from various heights and angles. Bots stream in both straight and pseudo-random pathings. In the background an eternal battle is played out that can be influenced with some skilled long distance shots.

The airshot practice area launches a bot into the air for the medic to catch with an arrow. It differs from such maps like tr_walkway in that the trajectory the bot is launched rotates around the z-axis. A player can practice away and towards shots. Additionally, the bot can be adjusted for how high and how far the bot travels. Settings exist to randomize these values and for presets of bot apex ranges. By default the bot will respawn when touching the ground. This can be disabled and then a timer will control when the bot spawns. This timer can be set to be really low so that the player only has a few seconds to land an airshot, or really high for the player to aim at a randomized ground shot. Additional controls give the bot more health, and fake air-strafing.

The map pack also includes two concept maps; tr_medic_healing, and tr_medic_dodgeball. These maps are alpha quality and only exist as a demonstration. tr_medic_healing has bots running around in a circle. The medic must juggle the healing as the bots take damage as they turn. Additionally the bots take extra damage if the player stands too close to the bots. This is to simulate the desire of the medic to not stand too close to the patient, and avoid splash damage. Finally, the further the medic is from the center of the map, the more damage the bots will take, thus the harder the challenge.

tr_medic_dodgeball is a little mini-game where the ball must remain in the center of the map for the capture point to be unlocked. The antagonist being a continuous surf of rockets.

screenshots
dropbox
gamebanana

I have been working on a pack of single-player medic training maps that I would like to share.

tr_medic_agility is an obstacle course testing the player’s movement and situational awareness. The map features 16 stages of varying difficulty. Soldiers on the sidelines gauge the medic’s reaction time and spam avoidance.

tr_medic_spawn is a beginner map for new medics, or a warm-up routine for seasoned players. The goal is to train the player to tag all their teammates with overheals during the rollout phase. A few seconds after the round begins the map tests if you have sufficiently healed everyone, then rinse and repeat. The map features Valve’s NextBots for dynamic pathing. Included config file can be used to adjust difficulty.


tr_medic_xbow can be used by the player to train their aim with the Crusader’s Crossbow. There are two main areas in this map. The movement prediction arena offers an open playground for players to practice leading shots from various heights and angles. Bots stream in both straight and pseudo-random pathings. In the background an eternal battle is played out that can be influenced with some skilled long distance shots.


The airshot practice area launches a bot into the air for the medic to catch with an arrow. It differs from such maps like tr_walkway in that the trajectory the bot is launched rotates around the z-axis. A player can practice away and towards shots. Additionally, the bot can be adjusted for how high and how far the bot travels. Settings exist to randomize these values and for presets of bot apex ranges. By default the bot will respawn when touching the ground. This can be disabled and then a timer will control when the bot spawns. This timer can be set to be really low so that the player only has a few seconds to land an airshot, or really high for the player to aim at a randomized ground shot. Additional controls give the bot more health, and fake air-strafing.

The map pack also includes two concept maps; tr_medic_healing, and tr_medic_dodgeball. These maps are alpha quality and only exist as a demonstration. tr_medic_healing has bots running around in a circle. The medic must juggle the healing as the bots take damage as they turn. Additionally the bots take extra damage if the player stands too close to the bots. This is to simulate the desire of the medic to not stand too close to the patient, and avoid splash damage. Finally, the further the medic is from the center of the map, the more damage the bots will take, thus the harder the challenge.

tr_medic_dodgeball is a little mini-game where the ball must remain in the center of the map for the capture point to be unlocked. The antagonist being a continuous surf of rockets.

[url=http://imgur.com/a/mbNOV]screenshots[/url]
[url=https://www.dropbox.com/sh/qyt6dt08sb8j9n0/AAB0BKXZJIbyQ6ZsNHYCeW3Sa?dl=0]dropbox[/url]
[url=http://tf2.gamebanana.com/maps/186499]gamebanana[/url]
2
#2
14 Frags +

need to download this map to see if all this is truly working alright but from what youve said it looks FUCKING AMAZING

need to download this map to see if all this is truly working alright but from what youve said it looks FUCKING AMAZING
3
#3
6 Frags +

whoa

whoa
4
#4
3 Frags +

woah that's incredible

woah that's incredible
5
#5
2 Frags +

damn looks very nice

damn looks very nice
6
#6
2 Frags +

wtf

wtf
7
#7
2 Frags +

holy shit dude, this is awesome

holy shit dude, this is awesome
8
#8
6 Frags +

Some of these things I didn't even know were possible with maps

Some of these things I didn't even know were possible with maps
9
#9
31 Frags +

tf2 equivalent of chuck e cheese

tf2 equivalent of chuck e cheese
10
#10
39 Frags +

happs has worked diligently on this for months, I'm glad it's complete and getting the recognition it deserves. Give it a try! I approve c:

happs has worked diligently on this for months, I'm glad it's complete and getting the recognition it deserves. Give it a try! I approve c:
11
#11
0 Frags +

i am so hype i would literally pay for this its amazing

EDIT: do i need to do that same commands in this map in order to get the bots to work like in walkway?

i am so hype i would literally pay for this its amazing

EDIT: do i need to do that same commands in this map in order to get the bots to work like in walkway?
12
#12
1 Frags +

U wot? AYYY, indust approves, sweet work.

U wot? AYYY, indust approves, sweet work.
13
#13
17 Frags +

God damn, what a fucking sick project.

Three thumbs way up.

God damn, what a fucking sick project.

Three thumbs way up.
14
#14
2 Frags +

this is so awesome omg

this is so awesome omg
15
#15
2 Frags +

very unique and very cool! love it :)

very unique and very cool! love it :)
16
#16
2 Frags +

I have uploaded these maps and configs to my server and I've noticed that once you exec config and change the map to the appropriate config that you will immediately get kicked from the server for being idle. I tried changing the idlemaxtime and while on some maps it seems to let me into the server and practice the map, on other maps it will still kick you from the server regardless of idlemaxtime being a gigantic number like 999999. Anyone got any clues on how to fix this?

What I see upon being kicked is: (reason "#TF_Idle_kicked")

The maps that work upon changing idlemaxtime are tr_medic_spawn and tr_medic_healing
The maps that still kick you upon changing idlemaxtime are tr_medic_agility, tr_medic_dodgeball and tr_medic_xbow

I have uploaded these maps and configs to my server and I've noticed that once you exec config and change the map to the appropriate config that you will immediately get kicked from the server for being idle. I tried changing the idlemaxtime and while on some maps it seems to let me into the server and practice the map, on other maps it will still kick you from the server regardless of idlemaxtime being a gigantic number like 999999. Anyone got any clues on how to fix this?

What I see upon being kicked is: (reason "#TF_Idle_kicked")

The maps that work upon changing idlemaxtime are tr_medic_spawn and tr_medic_healing
The maps that still kick you upon changing idlemaxtime are tr_medic_agility, tr_medic_dodgeball and tr_medic_xbow
17
#17
1 Frags +

This sounds insane Happs! Can't wait to try this out when I get home

This sounds insane Happs! Can't wait to try this out when I get home
18
#18
19 Frags +

I don't quite understand tr_medic_spawn.

First off, it is very easy to mix-up the Roamer and the Pocket. I'm not sure if this is possible, but perhaps you could name the bots as their classes/roles?

The instructional text says to heal the Demo, then tag the Scouts, and then follow the Roamer, whereas most Medics would be more inclined to heal the Demo, buff up the roamer, resume healing the Demo for as long as possible, buff the Scouts as they run out of reach, and then follow the Roamer (with some switching in between).

The Scouts sometimes go through Upper instead of Stairs, which is not uncommon in real games, but the best time to heal them in that scenario is when the Medic is going up Stairs and the Scouts are in front of him; in your simulation, they will die before this occurs. The Pocket will also die unless you heal him, which you shouldn't be doing. Additionally, the Demo only does his first two jumps, while the Roamer doesn't do any. Because of these, the optimal heal order in a real game, even with these awkward scenarios, would probably be far different than what is required to keep the five bots alive in your simulation.

Lastly, the on-screen text is blocked by the winpanel in the default HUD. It is usually a bad idea to design something that does not work with a user's defaults, unless the defaults are not intended for use. The default TF2 HUD does not fall into this category.

I don't quite understand tr_medic_spawn.

First off, it is very easy to mix-up the Roamer and the Pocket. I'm not sure if this is possible, but perhaps you could name the bots as their classes/roles?

The instructional text says to heal the Demo, then tag the Scouts, and then follow the Roamer, whereas most Medics would be more inclined to heal the Demo, buff up the roamer, resume healing the Demo for as long as possible, buff the Scouts as they run out of reach, and then follow the Roamer (with some switching in between).

The Scouts sometimes go through Upper instead of Stairs, which is not uncommon in real games, but the best time to heal them in that scenario is when the Medic is going up Stairs and the Scouts are in front of him; in your simulation, they will die before this occurs. The Pocket will also die unless you heal him, which you shouldn't be doing. Additionally, the Demo only does his first two jumps, while the Roamer doesn't do any. Because of these, the optimal heal order in a real game, even with these awkward scenarios, would probably be far different than what is required to keep the five bots alive in your simulation.

Lastly, the on-screen text is blocked by the winpanel in the default HUD. It is usually a bad idea to design something that does not work with a user's defaults, unless the defaults are not intended for use. The default TF2 HUD does not fall into this category.
19
#19
0 Frags +

damn man that's good

damn man that's good
20
#20
2 Frags +

I would plus frag you twice

I would plus frag you twice
21
#21
3 Frags +

Is there a way I can upvote more than once? I don't even play medic but I will use these maps for general practice anyways.

Is there a way I can upvote more than once? I don't even play medic but I will use these maps for general practice anyways.
22
#22
3 Frags +

If you're interested in suggestions, maybe add a bot to shoot rockets at the player on tr_medic_healing? I think it would make it feel a lot like a game situation.

Great work on this!

If you're interested in suggestions, maybe add a bot to shoot rockets at the player on tr_medic_healing? I think it would make it feel a lot like a game situation.

Great work on this!
23
#23
7 Frags +

Put this in the workshop.

Put this in the workshop.
24
#24
0 Frags +

Dude happs is amazing! I've tried out earlier versions of his medic map, and then he went AFK for like 3-4 months never saw him online, then suddenly he messaged me yesterday about this map! Look forward to trying it out!

Dude happs is amazing! I've tried out earlier versions of his medic map, and then he went AFK for like 3-4 months never saw him online, then suddenly he messaged me yesterday about this map! Look forward to trying it out!
25
#25
0 Frags +

Very impressive work.

Very impressive work.
26
#26
0 Frags +

H A P P S
A
P
P
S

H A P P S
A
P
P
S
27
#27
0 Frags +

idunno about the others (since i havent had a chance to play them yet) but tr_medic_agility is fun as hell and really helps to learn the limits of movement and maneuverability

Show Content
also the bots are frozen until you shoot them but i think its just because i dont autoexec the map cfgs
idunno about the others (since i havent had a chance to play them yet) but tr_medic_agility is fun as hell and really helps to learn the limits of movement and maneuverability
[spoiler][size=10]also the bots are frozen until you shoot them but i think its just because i dont autoexec the map cfgs[/size][/spoiler]
28
#28
0 Frags +

Just played it. I like the crossbow one. Just wish maybe it could keep track of the hit/miss ratio. Like something in MGE that tracked accuracy.

Just played it. I like the crossbow one. Just wish maybe it could keep track of the hit/miss ratio. Like something in MGE that tracked accuracy.
29
#29
0 Frags +

this is actually really cool, nice job

this is actually really cool, nice job
30
#30
0 Frags +
FleurI have uploaded these maps and configs to my server and I've noticed that once you exec config and change the map to the appropriate config that you will immediately get kicked from the server for being idle. I tried changing the idlemaxtime and while on some maps it seems to let me into the server and practice the map, on other maps it will still kick you from the server regardless of idlemaxtime being a gigantic number like 999999. Anyone got any clues on how to fix this?

What I see upon being kicked is: (reason "#TF_Idle_kicked")

The maps that work upon changing idlemaxtime are tr_medic_spawn and tr_medic_healing
The maps that still kick you upon changing idlemaxtime are tr_medic_agility, tr_medic_dodgeball and tr_medic_xbow

Try disabling STV

[quote=Fleur]I have uploaded these maps and configs to my server and I've noticed that once you exec config and change the map to the appropriate config that you will immediately get kicked from the server for being idle. I tried changing the idlemaxtime and while on some maps it seems to let me into the server and practice the map, on other maps it will still kick you from the server regardless of idlemaxtime being a gigantic number like 999999. Anyone got any clues on how to fix this?

What I see upon being kicked is: (reason "#TF_Idle_kicked")

The maps that work upon changing idlemaxtime are tr_medic_spawn and tr_medic_healing
The maps that still kick you upon changing idlemaxtime are tr_medic_agility, tr_medic_dodgeball and tr_medic_xbow[/quote]

Try disabling STV
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