From 231656c31d0bd0f17412bc6466dc0869f2e8e8bf Mon Sep 17 00:00:00 2001 From: squeek Date: Sat, 21 Mar 2015 19:26:13 -0700 Subject: [PATCH] Remove ff_push * See fortressforever/fortressforever#6 --- maps/ff_push.lua | 48 -------- maps/ff_push.txt | 4 - maps/ff_push_soundscapes.txt | 211 ----------------------------------- 3 files changed, 263 deletions(-) delete mode 100644 maps/ff_push.lua delete mode 100644 maps/ff_push.txt delete mode 100644 maps/ff_push_soundscapes.txt diff --git a/maps/ff_push.lua b/maps/ff_push.lua deleted file mode 100644 index eecaa51..0000000 --- a/maps/ff_push.lua +++ /dev/null @@ -1,48 +0,0 @@ --- ff_push.lua - ------------------------------------------------------------------------------ --- includes ------------------------------------------------------------------------------ -IncludeScript("base_push"); - ------------------------------------------------------------------------------ --- global overrides ------------------------------------------------------------------------------ - -local orig_startup = startup - -function startup() - -- set up team names. Localisation? - SetTeamName( Team.kBlue, "Ball Locks" ) - SetTeamName( Team.kRed, "Rocket Expediting" ) - - orig_startup() -end - ------------------------------------------------------------------------------ --- triggers for doors ------------------------------------------------------------------------------ -red_respawn_triggerA = respawndoor:new({ team = Team.kRed }) -red_respawn_triggerB = respawndoor:new({ team = Team.kRed }) - -blue_respawn_triggerA = respawndoor:new({ team = Team.kBlue }) -blue_respawn_triggerB = respawndoor:new({ team = Team.kBlue }) - - ------------------------------------------------------------------------------ --- unique push locations ------------------------------------------------------------------------------ -location_blue_corridor = location_info:new({ text = "Corridor", team = Team.kBlue }) -location_red_corridor = location_info:new({ text = "Corridor", team = Team.kRed }) - -location_blue_lasers = location_info:new({ text = "Lasers", team = Team.kBlue }) -location_red_lasers = location_info:new({ text = "Lasers", team = Team.kRed }) - -location_blue_side_warehouse = location_info:new({ text = "Side Warehouse", team = Team.kBlue }) -location_red_side_warehouse = location_info:new({ text = "Side Warehouse", team = Team.kRed }) - -location_blue_loading_bay = location_info:new({ text = "Loading Bay", team = Team.kBlue }) -location_red_loading_bay = location_info:new({ text = "Loading Bay", team = Team.kRed }) - -location_middle_warehouse = location_info:new({ text = "Middle Warehouse", team = Team.kUnassigned }) - diff --git a/maps/ff_push.txt b/maps/ff_push.txt deleted file mode 100644 index 54f6501..0000000 --- a/maps/ff_push.txt +++ /dev/null @@ -1,4 +0,0 @@ -PUSH SCORING - -Objective: Grab the ball from the centre warehouse and then run it to the enemy company's loading zone! Capture it on the raised platform. -The team with the most captures at the end of the game wins! \ No newline at end of file diff --git a/maps/ff_push_soundscapes.txt b/maps/ff_push_soundscapes.txt deleted file mode 100644 index cfa654d..0000000 --- a/maps/ff_push_soundscapes.txt +++ /dev/null @@ -1,211 +0,0 @@ -// Push soundscape file -// Author: Defrag -// Some sections based on existing valve soundscapes but modified - -// generic outside sound -"ff.outside" -{ - // constant wind base - "playlooping" - { - "volume" "0.2" - "pitch" "100" - "wave" "ambient/wind/ff_wasteland_wind.wav" - } - - // Wind gusts (based on cliffe's cs_assault settings) - "playrandom" - { - "time" "20,30" - "volume" "0.3,0.4" - "pitch" "90,110" - - "rndwave" - { - "wave" "ambient/wind/wind_snippet1.wav" - "wave" "ambient/wind/wind_snippet2.wav" - "wave" "ambient/wind/wind_snippet3.wav" - "wave" "ambient/wind/wind_snippet4.wav" - "wave" "ambient/wind/wind_snippet5.wav" - } - } -} - // Rats. Ach, gash! -"push.rats" -{ - "playrandom" - { - "time" "20,30" - "volume" "0.3,0.5" - "pitch" "90,100" - "position" "random" - "soundlevel" "SNDLVL_140db" - - "rndwave" - { - "wave" "ambient/creatures/rats1.wav" - "wave" "ambient/creatures/rats2.wav" - "wave" "ambient/creatures/rats3.wav" - "wave" "ambient/creatures/rats4.wav" - } - } -} - - // workshop noises -"push.workshop" -{ - "playrandom" - { - "time" "30,60" - "volume" "0.1,0.2" - "pitch" "90,110" - "position" "random" - "soundlevel" "SNDLVL_140db" - "rndwave" - { - "wave" "ambient/push/airhose.wav" - "wave" "ambient/push/airwrench1.wav" - "wave" "ambient/push/airwrench2.wav" - } - } -} -// outside area between the central warehouse and the base corridor -"push.outside" -{ - "dsp" "1" - "dsp_volume" "0.5" - - "playsoundscape" - { - "name" "ff.outside" - "volume" "1.0" - } -} - -// capture point area -"push.capturepoint" -{ - "dsp" "1" - "dsp_volume" "0.5" - - "playsoundscape" - { - "name" "ff.outside" - "volume" "1.0" - } - - // train going past - "playrandom" - { - "time" "120,180" - "volume" "0.3" - "pitch" "100" - - "rndwave" - { - "wave" "ambient/machines/train_rumble.wav" - } - } -} - - -// side warehouse with no roof -"push.sidewarehouse" -{ - "dsp" "1" - "dsp_volume" "0.5" - - "playsoundscape" - { - "name" "ff.outside" - "volume" "1.0" - } - - "playsoundscape" - { - "name" "push.rats" - "volume" "1.0" - } - - "playsoundscape" - { - "name" "push.workshop" - "volume" "1.0" - } -} - -// respawn -"push.respawn" -{ - "dsp" "1" - "dsp_volume" "0.5" - - // General ambient noise - "playlooping" - { - "volume" "0.3" - "pitch" "100" - "wave" "ambient/push/inside_amb1.wav" - } - - "playrandom" - { - "time" "30,60" - "volume" "0.3,0.5" - "pitch" "90,100" - "position" "random" - "soundlevel" "SNDLVL_140db" - "rndwave" - { - "wave" "ambient/materials/metal4.wav" - "wave" "ambient/materials/rustypipes1.wav" - "wave" "ambient/materials/rustypipes2.wav" - } - } -} - -// main warehouse in centre -"push.centralwarehouse" -{ - "dsp" "1" - "dsp_volume" "0.5" - - // General ambient noise - "playlooping" - { - "volume" "0.5" - "pitch" "100" - "wave" "ambient/push/inside_amb1.wav" - } - - "playsoundscape" - { - "name" "push.workshop" - "volume" "1.0" - } - - "playsoundscape" - { - "name" "ff.outside" - "volume" "0.6" - } -} - -// doughnut shaped hallway that connects the respawn, cap point, side warehouse etc. -"push.doughnut" -{ - "dsp" "1" - "dsp_volume" "0.5" - - "playsoundscape" - { - "name" "push.respawn" - "volume" "1.0" - } - - "playsoundscape" - { - "name" "ff.outside" - "volume" "0.6" - } -} \ No newline at end of file