---------------- Mario Kart Party ---------------- Original map by Xenon. Modified by Teddy Ruxpin - to become Mario_Kart_Day_B19A. Further modified by Weasel - to become Mario_Kart_2012 Re-worked by Weasel - to become CP_Mario_Kart_2020_WIP1. Minor modified by Weasel - to become CP_Mario_Kart_Party (R1, R2, etc.) The songs available in the club (located in the 2nd level, of the center building in the map), include: 1. Banana Phone, by Raffi 2. Close to the Edit, by Art of Noise 3. Hell, by Squirrel-Nut-Zippers 4. Kaos Killer, by Kap Bambino 5. Kinko the Clown, by Ogden Edsl 6. Knight Rider theme (from the 80's TV show) 7. Robot Rock, by Daft Punk 8. Speeds, from Serial Experiments Lain (Sound-Track) 9. Still Alive (Portal theme), feat. Ellen McLain 10. Working-man's Theme, from Serial Experiments Lain (Sound-Track) SHOOT at any of the consoles in club, to start a music selection; *OR* bind a key to +USE to control them. Weasel's contact information is: STEAM_0:1:155 eMail: Weasel@FreaksMisfits.club Web-Site: http://FreaksMisfits.club ---------------- Revision History ---------------- Weasel's notes: [From: 2021-01-10, for CP_Mario_Kart_Party_R2] Most recent changes: - Removed various movable props that tended to block spawn-room doors (especially prone on the Red side) - Moved central control-point stack (CP's 1, 2, and 3) to different (but adjacent) floors. - Moved props around in center tower, to get them out of the way of the control-points. - Altered several props in center tower to be non-solid (i.e. not restrict player movement). - Fix texture-alignment on 4-chan van. - Manually tweaked navigation-mesh to fix staircases, missing areas on rooftops, etc. More changes planned later: - Add more ambient sounds through-out the map. - Tinker with sky-based lighting (light_environment). - Fix texture-alignment or rebuild red tank. - Fix texture-alignment or rebuild blu tank. - Changed-up center-tower internal lighting. - Use props in CP areas to make things more interesting. - Implement low-gravity tubes in disco-area levitating up to the roof over that area. - Tinker with which windows are breakable on the center tower. - Change lay-out/locations of various power-ups. - Implement "data-center" or some other concept on level between disco and lower tower CP. - Create and implement credits/easter-egg textures with instructions, descriptions of hidden areas, etc. Weasel's notes: [From: 2021-01-05, for CP_Mario_Kart_Party_R1] Recent changes: - Reduced control points from 7, down to 5. - The end points are on top of each team's base. - There are three middle points in different levels of the central tower. - Middle tower points must be captured (in order, bottom to top) before final may be captured. - Bots unlikely to perform final capture, due to requirement to using jump features to reaching final caputure points. Weasel's notes: [From: 2020-06-20, for Work-in-Progress #1] Change changes so-far: - Removed old respawn points and timers, etc. - Implemented 32 new team spawnpoints inside red/blu bases. - Player no longer spawn randomly anywhere outside their bases. - Removed all previous teleporters. - New tele from weird-box to sky-world. - New tele from sky-world pipe to center-top clouds. - New tele from red-side pipe to red catbus. - New tele from blu-side pipe to blu catbus. - New tele from red catbus to secret area in back building. - New tele from blue catbus to secret area in back building. - Removed the "maze" world entirely. - Removed capture-points from back-rooms. - Removed old CP-related weirdnes (lasers, etc.). - Implemented new capture-point system (red/blu-roofs & 5x center-tower). - Implemented new/simple doors for center-tower capture-point areas. - Implemented new lighting in center-tower capture-point areas. - Added computers to back-room/launch-areas. - Added Freaks & Misfits URL signs in computer-rooms/launch-areas. - Removed "cow-humping" trigger-hurts (will replace later with something else). - Temporarily removed most props from capture-point areas. - Added func_nobuilds around base front-doors. - Added func_nobuilds around red/blu-based roof capture-points. - Added func_nobuilds around all center-tower capture-points. - Tested basic bot-functionality with nav_generated mesh. - Cleaned-up some brushes intefering with bot-navigation. Weasel's notes: [From: 2020-06-07] Some minor changes: - Tweaked some respawn points. - Troubleshooting "navigation mesh". - Trying to remove "warm-up" junk and embedded time-limit. Weasel's notes: [From: 2011-03-05, from Mario_Kart-2012] My apologies to Xenon and/or Teddy Ruxpin for not getting permission from either of them to "tweak" thing's this way. But, I had no contact method to work from. I found this map in my TF2 client cache. Apparently downloaded a long time ago, from a long since gone server (maybe Teddy Ruxpin's "TurboTF" server?). Anyway, it is apparently one in a long series of "beta" maps. I couldn't find anything resembling a "final" release of this variant. The copy of the map that I had cached, was trying to reference several sound files - that I couldn't find anywhere in my cache. Unfortunately, that meant most of the music in the maps "club" area wouldn't play. I really liked this variant of the "Mario" maps, so I decided to fix things up to be playable again. I substitued my own MP3's, and used the "EntSpy" tool for Valve "Source"-engine games to update the references/paths in embedded in the map file - to point to the newly substituted MP3 files. The .BSP, .RES and .TXT files goe into TF2's "maps" folder. The MP3's must go into a sub-folder of TF2's "sound" folder - specifically a sub-folder named "mario_kart_2012". Please assume that file and folder names *ARE* case sensitive. I'm not sure if that's the way the "Source" engine works or not - but I know that game servers can be hosted on either Windows (which is NOT case-sensitive), or Linux (which very much *IS* case sensitive). Specifically, the files involved with this map are now: [shown with their paths relative to the "tf" folder] maps/mario_kart_2012.bsp maps/mario_kart_2012.res maps/mario_kart_2012.txt sound/mario_kart_2012/MarioKartBegin.mp3 sound/mario_kart_2012/BananaPhone-Raffi.mp3 sound/mario_kart_2012/CloseToTheEdit-ArtOfNoise.mp3 sound/mario_kart_2012/Hell-SquirrelNutZippers.mp3 sound/mario_kart_2012/KaosKiller-KapBambino.mp3 sound/mario_kart_2012/KinkoTheClown-OgdenEdsl.mp3 sound/mario_kart_2012/KnightRider-TVTheme.mp3 sound/mario_kart_2012/RobotRock-DaftPunk.mp3 sound/mario_kart_2012/Speeds-LainOST.mp3 sound/mario_kart_2012/StillAlive-EllenMcLain.mp3 sound/mario_kart_2012/WorkingMansTheme-LainOST.mp3 Please be sure to re-distribute this map with both this text file (mario_kart_2012.txt), and more importantly the "resource" file (mario_kart_2012.res). The "resource" file goes in the same folder as the .BSP file. It will help ensure that when client's connect to a server running this map, that the required sound files, also get downloaded. Original map by Xenon. Modified by Teddy Ruxpin - to become "mario_kart_day_b19a" Further modified by Weasel - to become "mario_kart_2012"