Mapping for: Super Mario Boxes



  • http://heavy.noxiousnet.com/nox2d_testmap2.vmf

    info_player_red

    People on team red (Mario) spawn here.

    info_player_green

    People on team green (Luigi) spawn here.

    redflagpoint

    Where the team red (Mario) flag spawns. This is also used to determine “home-base” and is used in other game types as well.

    greenflagpoint

    Same as above but for the green (Luigi) team.

    point_powerupblock

    You can make your own powerup blocks. Keep in mind that weapon* types can only be used one at a time._

    Key Values

    • powerups - The entity class(es) to use. Default: weapon_pistol. Will cycle between all of the listed powerups every cycletime. Seperate with commas. Example: “weapon_pistol,weapon_shotgun,weapon_fan”

    • cycletime - Float value. Seconds taken for the entity to cycle to the next powerup in the list (if applicable). Default: 1.5.

    • respawntime - Seconds before the powerup respawns. -1 for never. Default: 10.

    • weapon_tier1 (pistol, sword, weak weapons)

    • weapon_tier2 (smg, grapplehook, weak but better weapons)

    • weapon_tier3 (shotgun, fan, grenade, mid-power weapons)

    • weapon_tier4 (magnum, missiles of magic, bazooka, strong weapons)

    • weapon_tier5 (kamehameha, nuke and ultimate weapons)

    • weapon_def_tier1 (sticky mine, generic defense stuff)

    • weapon_def_tier2 (turret, stronger defense stuff)

    • weapon_def_tier3 (?, dunno yet. here for the future)

    • powerup_tier1 (halfheal, almost useless powerups)

    • powerup_tier2 (fullheal, good powerups)

    • powerup_tier3 (jetpack, very good powerups)

    • powerup_tier4 (timeroller, ect)

    logic_flagscored

    Allows you to do stuff when a flag is scored in CTF (or other flag-based capturing games).

    Key Values

    • team - red,green,all. Default: all. Determines what team to use it on.

    • starton - 0/1. Default: 1.

    Inputs

    • seton 0/1 - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs

    • OnScored - Called when the team scores a flag capture.

    func_boxhurter

    Boxes that enter here will get hurt obviously. This is trigger_hurt for Super Mario Boxes. You should basically never use trigger_hurt!!

    Key Values

    • damage - Numeric value for damage. Default is 10.

    • damagerecycle - How long before the box can be damaged again by this trigger. Default is 0 (instantly).

    • starton 0/1 - Should the trigger start on or off. On by default.

    Inputs

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    func_keyeater

    Lets you create outputs based on key presses by boxes inside a certain area (the trigger).

    Inputs

    • seton 0/1 - 0 for off, 1 for on. On by default.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    • setcontinuous 0/1 - Sets if the trigger should be ‘continuous’ or not. If it’s not continuous, only the first time the player presses the key will be registered until the next time they release and press it, otherwise it will be output continuously until they let go of it or leave the trigger area. Default is on.

    • enablecontinuous 0/1 - Same as setcontinuous 1.

    • enablecontinuous 0/1 - Same as setcontinuous 0.

    Outputs

    • onkeyeat - Called when a person triggers the brush. !activator is the box and !caller is the player.

    • onatenleave - Called when a person who has triggered the brush leaves the brush area. NOT called when the player releases the key.

    Key Values

    • key - Key name. Accepts both numbers and IN_KEY (string) enumerations.

    • starton - 0/1 Default: 1.

    trigger_removestatus

    Let’s you remove status entities from boxes (like weapons and powerups).

    Key Values

    • starton 0/1 - If it starts on or off. On by default.

    • status - Status to look for. Nothing by default.

    • statusfilter - But ignore any status named this. Nothing by default.

    Inputs

    • seton 0/1 - If the value is 1 then it turns on. Otherwise it turns off.

    • enable - Same as running seton 1

    • disable - Same as running seton 0



  • http://heavy.noxiousnet.com/nox2d_testmap2.vmf

    info_player_red

    People on team red (Mario) spawn here.

    info_player_green

    People on team green (Luigi) spawn here.

    redflagpoint

    Where the team red (Mario) flag spawns. This is also used to determine “home-base” and is used in other game types as well.

    greenflagpoint

    Same as above but for the green (Luigi) team.

    point_powerupblock

    You can make your own powerup blocks. Keep in mind that weapon* types can only be used one at a time._

    Key Values

    • powerups - The entity class(es) to use. Default: weapon_pistol. Will cycle between all of the listed powerups every cycletime. Seperate with commas. Example: “weapon_pistol,weapon_shotgun,weapon_fan”

    • cycletime - Float value. Seconds taken for the entity to cycle to the next powerup in the list (if applicable). Default: 1.5.

    • respawntime - Seconds before the powerup respawns. -1 for never. Default: 10.

    • weapon_tier1 (pistol, sword, weak weapons)

    • weapon_tier2 (smg, grapplehook, weak but better weapons)

    • weapon_tier3 (shotgun, fan, grenade, mid-power weapons)

    • weapon_tier4 (magnum, missiles of magic, bazooka, strong weapons)

    • weapon_tier5 (kamehameha, nuke and ultimate weapons)

    • weapon_def_tier1 (sticky mine, generic defense stuff)

    • weapon_def_tier2 (turret, stronger defense stuff)

    • weapon_def_tier3 (?, dunno yet. here for the future)

    • powerup_tier1 (halfheal, almost useless powerups)

    • powerup_tier2 (fullheal, good powerups)

    • powerup_tier3 (jetpack, very good powerups)

    • powerup_tier4 (timeroller, ect)

    logic_flagscored

    Allows you to do stuff when a flag is scored in CTF (or other flag-based capturing games).

    Key Values

    • team - red,green,all. Default: all. Determines what team to use it on.

    • starton - 0/1. Default: 1.

    Inputs

    • seton 0/1 - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs

    • OnScored - Called when the team scores a flag capture.

    func_boxhurter

    Boxes that enter here will get hurt obviously. This is trigger_hurt for Super Mario Boxes. You should basically never use trigger_hurt!!

    Key Values

    • damage - Numeric value for damage. Default is 10.

    • damagerecycle - How long before the box can be damaged again by this trigger. Default is 0 (instantly).

    • starton 0/1 - Should the trigger start on or off. On by default.

    Inputs

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    func_keyeater

    Lets you create outputs based on key presses by boxes inside a certain area (the trigger).

    Inputs

    • seton 0/1 - 0 for off, 1 for on. On by default.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    • setcontinuous 0/1 - Sets if the trigger should be ‘continuous’ or not. If it’s not continuous, only the first time the player presses the key will be registered until the next time they release and press it, otherwise it will be output continuously until they let go of it or leave the trigger area. Default is on.

    • enablecontinuous 0/1 - Same as setcontinuous 1.

    • enablecontinuous 0/1 - Same as setcontinuous 0.

    Outputs

    • onkeyeat - Called when a person triggers the brush. !activator is the box and !caller is the player.

    • onatenleave - Called when a person who has triggered the brush leaves the brush area. NOT called when the player releases the key.

    Key Values

    • key - Key name. Accepts both numbers and IN_KEY (string) enumerations.

    • starton - 0/1 Default: 1.

    trigger_removestatus

    Let’s you remove status entities from boxes (like weapons and powerups).

    Key Values

    • starton 0/1 - If it starts on or off. On by default.

    • status - Status to look for. Nothing by default.

    • statusfilter - But ignore any status named this. Nothing by default.

    Inputs

    • seton 0/1 - If the value is 1 then it turns on. Otherwise it turns off.

    • enable - Same as running seton 1

    • disable - Same as running seton 0



  • How far can the grapple hook reach?



  • What do we use for the pipe tunnels?



  • Make them yourself with Hammer. Teleports and such.

    Grappling hook can reach a good way. Works like a winch.



  • -Snip-



  • Just curious, what would the optimal height of a block be that you would need to jump to from a standing point?



  • Is there a random function for the powerups?



  • also do boxes float as of now if we use water in the map or is it suggested don’t use water in the map.



  • Boxes should float.



  • k thanks, I was going to try making a 2nd path for boxes using the grapple hook to move through the water. Wasn’t sure if the boxes were acting as boxes originally or as if physics of water would effect it.



  • Whats a good sight to get Mario mats? i don’t really have photoshop since my 30 day trials ran out



  • try gimp: basically open source i think, but is a free version of photoshop by other people. Has the same features of photoshop but is free, so if you are getting pissed bout the photoshop trial and Don’t own it or its too much to get it, then try gimp. Should work for you, idk you could go with the 2d sprites from mario games and create them in any photoshop or gimp file larger.  Or rip the sprites and tile them to work.



  • Can you add a brush entity called “func_capzone” that caps the flag when inside it as an alternative to having to touch the flag?



  • 1.  Do the invisible blocks have to be 2 units wide?
        2.  And the corridor has to be 44 units wide?  Because in the test map and in the castle map, the spawns are placed a little on the left side or a little on the right side, but not in the middle of the corridor.
        3.  How high can a block jump (in maximum height and distance)?

    Sorry for the questions, I like to make sure of things.  :smile:



  • Numbers 1 and 2: Leave them be. If you change them you’ll mess crap up. Plus, spawns not being in the center don’t really matter as long as they are generally near the center.

    Number 3: Just eye it.



  • Well nox2d toon land has the approx of the jump heights if the box is sitting flat with no torque. Since you can jump to the 2nd platform in the base without going to the lowest platform. (you can jump the the 2nd lowest platform as a max height. So make the height lower then that and you will be fine.



  • Good point…thanks for the advice.



  • would some sort of func_push work on boxes if for example you wanted to build a box cannon on a map?

    my idea was to have players spawn under ground and go through a pipe which launches players into their base.



  • I’m sure a func_push would work. They are just physical boxes, so why not?


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