[2.24] [Feedback] New mapping features

Discussion in 'Archive' started by dizzyone, Mar 21, 2009.

  1. dizzyone

    dizzyone I've been drinking, heavily

    Messages:
    5,771
    Likes Received:
    0
    Trophy Points:
    0
    Feedback on the mapping features added with 2.23:

    Code:
    (from the changelog)
    Added: Mapping features as follows:
        Engineer buildable map objects now support repair and damage multipliers (http://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush).
        New entity "emp_infantry_restrict" allows mappers restrict areas based on class and faction (http://wiki.empiresmod.com/index.php?title=Emp_inf_restrict).
        Added ability to restrict turret level per map and in emp_engineer_restrict.
    
     
  2. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Map object multipliers will be useful I'm sure, can't see any real use for the infantry restrict other than for escort type maps, but it would be useful for those I suspect, although I also may have a use for them in a map I'm making which works a bit like tropicvendetta to keep people out of the comm bunkers.
     
  3. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    a giant leap in the correct direction in my opinion, have been playing with them already alot!
     
  4. Omneh

    Omneh Member

    Messages:
    1,726
    Likes Received:
    5
    Trophy Points:
    0
    Its probably a lot to ask, but would a functional func_tank be possible sometime in the future?
     
  5. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
  6. Jcw87

    Jcw87 Member

    Messages:
    1,676
    Likes Received:
    0
    Trophy Points:
    0
  7. Coffeeburrito

    Coffeeburrito Coder

    Messages:
    542
    Likes Received:
    0
    Trophy Points:
    0
    That sounds like a fantastic idea. Tony Sergi, the Valve contractor, suggested the method I used, but that filter sounds much better.
     
  8. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    You still need an entity which can be made solid based on a filter, I don't know if func_brush can do that, I haven't tried it.
     
  9. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    There is support in func_brush to do this for NPCs, it might be adaptable to player and team filters.
     
  10. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    That explains why I half-recall func brush being able to do it then.
     
  11. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    filters are widely supported

    its a good idea really...
     
  12. Kylegar

    Kylegar Specstax Rule

    Messages:
    2,170
    Likes Received:
    0
    Trophy Points:
    0
    No.

    But a way to spawn tanks might be possible. I'll look into it as I finish up the script changes.
     
  13. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Func_tank doesn't have anything to do with tanks.
     
  14. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    both shoot things :p


    are we talking about a ai controlled or a player controlled one?
     
  15. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Either, it's the same entity.
     
  16. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    yes i know, but like... i was hinting towards do you guys want to have an ai for it too?
     
  17. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    npc_enemyfinder would probably suffice if anybody did.
     
  18. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    I have a new suggestion, could you add a keyvalue for flags which changes the behaviour of the capping system. When two sides are in the same cap zone, the flag will neutralise, but not capture in favour of either side.

    Basically you can neutralise a flag, but not capture it until you clear out all the enemies, it would make balancing flags a hell of a lot easier in some cases because it is often difficult to get the spawns to be a good distance away from the capture zone to allow teams time to neutralise, defend, and then capture. If we had this option we could make cap zones a lot bigger and make it so that all attackers have to do is hold out until it neutralises, then fight the standing garrison, and whoever is left with the most players will be able to either capture or recapture the flag.

    It seems more in keeping with the idea of a conflict in an area meaning that the control of that area is being contested, and prolonged conflict in that area would weaken the defenders and strengthen the attackers, so the defenders have to defend a larger area, while the attackers still have to beat the defenders once their spawn is cut off.
     
  19. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    this should be standard
     
  20. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Well yes I can see it being far more useful than the current model, but the current model could be used for flags which are supposed to be harder to capture.
     

Share This Page