emp_empirescup

Discussion in 'Mapping' started by John Shandy`, Nov 17, 2009.

  1. John Shandy`

    John Shandy` Member

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    [​IMG]

    Empires Cup
    Version: Beta 2
    By: John Shandy`

    You never thought you'd be rolling a giant soccer ball around with vehicles in your Empires career, but guess again! Empires Cup is a novelty map in which the Brenodi Empire and Northern Faction engage in one of the most wild and chaotic endeavors of Empires' history: winning the Empires Cup. Each starting area has 4 APC spawns and 1 Jeep spawn, all activated by buttons.

    Pack your sticky bombs and your sticky stuns, load up on your mines, and make sure your vehicle has a full tank of gas - it's going to be a rough game and you will have to use any means necessary to get that ball down the field and into the enemy's goal!

    SCREENSHOTS
    -Alpha 1, 2, and 3

    DOWNLOAD emp_empirescup_b2
    -Mirror 1: Sendspace
    -Mirror 2: John Shandy`
    -Mirror 3: Reborn Gamers

    CHANGELOG
    Beta 2
    ------
    -Fixed vehicle preset values that became defunct with the release of 2.25x.
    -Fixed vehicle spawning oddities that became prevalent with the release of 2.25x.
    -Added an invisible lip to stop vehicles from making it up to each teams' starting areas.
    -Reduced the number of goals needed to win from 6 to 3.
    -Reduced the number of tickets from 1000 to 100.
    -Reduced maximum vehicle limit to 6 (default 10) in map config.
    -Reduced vehicle fadeout time to 5 (default 60) in map config.
    -Reduced respawn penalty time to 5 (default 10) in map config.
    -Removed sv_alltalk 1 from map config.
    -Changed APC weapon loadout from Medium CG to Chain Gun + Upgraded Grenade Launcher.
    -Changed APC engine from Fission Reactor to 3-Phase Electric.
    -Changed Jeep engine from Fission Reactor to 3-Phase Electric.

    Beta 1
    ------
    Initial Public Release
     
    Last edited: May 18, 2010
  2. LordDz

    LordDz Capitan Rainbow Flowers

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    Would be nice to have a 60 player match on it sometime.
     
  3. manbeef

    manbeef Member

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    HOLY FUCK ITS THE BETA.

    Shandy I am stoked. Thank you for this awesomeness.
     
  4. Z100000M

    Z100000M Vithered Weteran

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    as much as it looks nice ,i believe it will become one of those maps that noobs will vote for a brake between escort -uc- district combo cycle
     
  5. Deadpool

    Deadpool SVETLANNNAAAAAA

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    YES! a million times YES!
    fuckin bout time shandy lul.

    this map is awesome
     
  6. Sandbag

    Sandbag Member

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    How hard would it be to give this map day/night cycles? just to "break up the monotony" of the textures... not that this is a monotonous map, it looks AWESOME. AWESOME.
     
  7. Zeke

    Zeke Banned

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    quite easy, yet nothing i personally see a need for.
     
  8. PwnedYoAss

    PwnedYoAss Member

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    You're insane Shandy, good night. (No seriously, I'm going to bed)
     
  9. ScardyBob

    ScardyBob Member

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    It Has Arrived From The Mothership!!!!
     
  10. -=SIP=-

    -=SIP=- Member

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    Played it on the ELC with about 30 players. Didn't know how it ended because I had to leave.
    It was a great fun for both sides but after about 1 hour it was only 2:0 for NF. And many players concentrated to kill enemies instead of scoring goals.

    I think one round of empirescup_b4 can take up to 2-3 hours. And it will mostly end when one side have no tickets left.

    So here my suggestions:
    - Make the ball bouncier. When you hit the ball a full speed it should fly about 1/5 of the field. This will open the game and reduce that all APCs are always at the same place. This will also allow some real kicking.

    - With a bouncier ball you can maybe also remove the "out of bounce" on the sides. There you could just place ramps.

    - Increase the size of the goals. It's just frustrating when no team scores goals.

    - Less tickets or a timer, which will end empirescup after a certain time. Of course team with more flags should be shown as winner.


    Here an example of empirescup in real life:
    http://www.youtube.com/watch?v=0D--Wwxl_CQ&feature=related
     
    Last edited: Nov 18, 2009
  11. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    sip thats some crazy shit.
     
  12. McGyver

    McGyver Experimental Pedagogue

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    Believe me you don't want to play this map with more than 40 players.
     
  13. John Shandy`

    John Shandy` Member

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    I'm not really in favor of punting the ball around, I prefer that the ball be rolled around the field - you can still pass it to teammates and in fact I think it requires more teamwork to get the ball around the field with its weight as-is right now. I'm not trying to recreate football/soccer, but rather mix some of its aspects with Empires' game play to create craziness.

    The out of bounds teleportation of the ball was only in the a4 version, between a3 and b1. I took it all out because I prefer the "cluster fucks" to be left in so that infantry have an important objective & fun little scenarios in which they get to break up the clusters of vehicles.

    They are quite large as-is. They're about 6.5x the length of one APC. I'm not yet convinced that they need to be any larger - even if someone parks APCs in front of them, you can ram them out of the way. And if you park 7 vehicles in front of your goal and you have a full team, those vehicles will get driven away or your team will only be able to field 3 at a time to go chase the ball. We'll see how things pan out - I can always make adjustments later, but for now I don't think this change is necessary.

    Doing something to create an alternative condition for round end has been discussed a little, but not in great depth. Before implementing such a feature, I wanted to see how rounds pan out on a regular basis, so I went ahead and released b1. Something will likely be done in due time, though.
     
  14. Trickster

    Trickster Retired Developer

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  15. Empty

    Empty Member

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    2teams1cup
     
  16. John Shandy`

    John Shandy` Member

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  17. -=SIP=-

    -=SIP=- Member

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    John Shandy`:
    And as you see all real life examples have a bouncier ball :p
    (for a real comparison they should of course also add mines, stickies, RPG ...)
     
  18. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    Dear map,

    Please die.

    xoxo
    Cpatton, Forum Troll <3




    lol srsly tho, I used to host a sport server on counterstrike. Once there was a server update to steam that caused all servers that didnt auto update to disappear from the server list. Our server admin happened to be on, and updated it immediately, then changed the server to 256 slots. It filled up on a knife soccer map, and it was ridiculous fun. its too bad youtube dedded the video. This map reminds me of it, cool stuff.


    One thing we discussed and I just wanted to leave here, try making a bleed relative to the score difference betweent he teams. For instance, if NF has one more goal than BE, BE should bleed one ticket a second. If NF has two more goals, 2 tickets a second, etc. If possible (haven't tried in 2.24) see if you can make the tickets not bleed if the have equal goals. Else just make each flag bleed the opposing team for 1 ticket a second, that would still be good. That way you don't wait forever for map end when your team is getting utterly steamroll'd but goals are suddenly stagnant for 30 minutes.
     
  19. Vessboy

    Vessboy Member

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    I would put a bunker with ammo boxes ontop of the goal so infantry can defend with rockets
     
  20. DrummerX

    DrummerX Empires Tyrant

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    Maybe not so much a bunker but like a tower with no roof and a front covering

    |____
    |----\
    |-----\
     

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