[2.25] Stuff for mappers

Discussion in 'Archive' started by -Mayama-, May 14, 2009.

  1. -Mayama-

    -Mayama- MANLY MAN BITCH

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    A new mapper stuff thread so we maybee get some new
    nice stuff for the next release to play with. :)

    What I think would be awesome is a brush based entity that is only
    visible for a specified class or team. You could give hints on escort like
    maps with it or in combination with the class/team specific player clip give
    for example the scout a clue where actually the scout only sneak ways are.
     
  2. Metal Smith

    Metal Smith Member

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    better version would be a single entity that gave a different output or hint based upon the class the player is at the time. This would be client side determined rather than server side and would reduce the amount of necessary entities by 8
     
  3. PreDominance

    PreDominance Member

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    Make an entity/map pieces visible by class. EG:A tunnel that leads to an high cliff alcove on Snowbound would be useful for a sniper. If it's already there don't blame me; no one used it yet.
     
  4. blizzerd

    blizzerd Member

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    a filter_class would be nice
     
  5. Metal Smith

    Metal Smith Member

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    isn't there already a filter for classes?
     
  6. blizzerd

    blizzerd Member

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    oh, my mistake, how new is it?
     
  7. Jessiah

    Jessiah Member

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    It's old.
     
  8. blizzerd

    blizzerd Member

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    k, my bad
     
  9. Trickster

    Trickster Retired Developer

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    Pretty new IIRC.
     
  10. Aquillion

    Aquillion Member

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    Now, I'm not a mapper, so forgive me if some of this exists or is infeasible, but here's the sorts of things I'd like to see...

    More control over the basic structure of the game. On games like Enemy Territory and such, you see maps that practically invent their own gametypes. I think it would be interesting if mappers could change fundamental parameters along those lines. For instance:

    * The ability to set, on an individual per-team basis, whether each team has a comm or not. This would allow for 'defense' style games where one team has a comm and is assaulting an established fortress by a team that doesn't, with a time limit; or one where the defending team has a comm, but the attackers don't. (Of course, the attackers would have some other advantage to make up for it.)

    * Speaking of which, actual time limits. People use tickets for countdowns, but that always feels a bit hack-ish, and it means one side can't have tickets to use the old fashioned way. Allow events on the map to alter, start, or stop the timer, too. That way, you could have objectives like "hold the center for 1 minute" or whatever, with a visible timer that counts down.

    * Capture the flag mechanics. Not just as a gametype -- allow mappers to have 'flag' objects which can be fetched and brought to a specific place to set off an event. Bring the dynamite over to open the door, say, or fetch the suitcases back to your CV to get 1000 res each, or 10 additional tickets, or whatever. Lots of interesting map-specific things could be built to use this. Imagine a map with constant ticket bleed, where both teams have to capture objects from the center to keep their tickets up -- and they can build refs, turrets, raxes and so forth to try and control the places where the objects respawn, and try to ambush people bringing them back to the deposit point or their CV or whatever...

    * Capturable map structures with the functions of buildings. Say, the mapper can place an area that is defined as a VF, with a spawnpoint for tanks, a little screen, and so on -- capturing the flag grants control over it. Maybe it could be disabled by blowing stuff up.

    * The ability to restrict, on a side-specific basis, what each comm can build. This way, you could have a map with, say, capturable radars or VFs, where the comm can't build those structures themselves (but can still build, say, raxes or other stuff.) Can the current research restrictions be used in a side-specific manner? I think so, but I'm not sure. That too, of course... these allow for maps with uneven sides, where one side has to defend for the time limit using lesser stuff or whatever.

    * The ability to dynamically change those restrictions -- maybe once a team reaches a certain point, their buildings could unlock. Also, the ability to dynamically grant research items with events and so on. So you could have a map with one team defending, and as the attackers advance, they get more and more research or whatever... it'd make for interesting gameplay as things change, say.

    * The option to make the CVs invulnerable and / or immobile, or to make them respawn at a specific point so the map doesn't end when they die. These would be useful for maps with specific victory requirements, mainly.

    Anyhow, these are just a few thoughts.
     
    Last edited: May 20, 2009
  11. LordDz

    LordDz Capitan Rainbow Flowers

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    I like hambuurgers.
     
  12. Metal Smith

    Metal Smith Member

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    If we had a target entity that could run a console command like "give emp_imp_commander", then we'd be all set. Just make that run, say, 10 seconds after the map starts.
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    ...just place a cv for one team and not for the other one.
     
  14. Metal Smith

    Metal Smith Member

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    Mayama, I think that ends the map at the start of the map. Not positive on that, but I think that when there is 1 cv, it does that. I maybe be wrong of coarse. I've never tried this with a pure flag map.
     
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I assume you can do that cause you can spawn a cv on a flag map and it doesnt end.
     
  16. Brutos

    Brutos Administrator Staff Member Moderator

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    You can have just one cv with ent_create
     
  17. Trickster

    Trickster Retired Developer

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    Could put the opposing CV out of reach.
     
  18. LordDz

    LordDz Capitan Rainbow Flowers

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    voting commander = teleport for that guy.

    It works with one team having flag and one having cv. I'm 95% sure.
     
  19. Trickster

    Trickster Retired Developer

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    Oh...That was stupid. Fair point.
     
  20. Jessiah

    Jessiah Member

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    It's not the lack of a CV that ends the game, it's the actual destruction. You can spam 100 CV's and delete them all and it wont end the game (unless 1 is hiding in the water and you didn't delete it, true story).
     

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