emp_snake

Discussion in 'Mapping' started by BitterJesus, Nov 7, 2013.

  1. Lazybum

    Lazybum :D Staff Member Moderator

    Messages:
    4,827
    Likes Received:
    190
    Trophy Points:
    0
    I just noticed you put 2-3 mgs up top. If they are all level 3 it is really gonna hurt. OH MAN this makes me think of dystopia, like if there was some way for scouts to do a quick disable or something by hitting a switch through one of the colored blocks you mentioned.

    ANYWAYS, I do wonder how long those turrets will last. It only takes 3 rockets to kill one, which means 9 seconds. You're only looking at a 30 second delay against these turrets. Less if there is more than one gren.

    Though you could do something hilarious and make the turrets move around. Like some kind of carousel.

    Edit:My thoughts are disorganized....
     
  2. BitterJesus

    BitterJesus Member

    Messages:
    1,936
    Likes Received:
    3
    Trophy Points:
    0
    Turrets aren't meant to stay up.

    They're meant to stop the initial wave or at least delay them. In case one team steamrolls another, I don't want the losing team to lose too much ground and at least be able to repel back with the help of the turrets. Killing turrets after taking middle will be the teams first priority.
     
  3. LordDz_2

    LordDz_2 Strange things happens here

    Messages:
    2,956
    Likes Received:
    93
    Trophy Points:
    0
    You can run hammer through the Common/Half-Life 2/bin folder. Then just open your map through there. If you want, you can setup the .fgd and everything, or if you're lazy like me just run the map. Even tho the entities and textures show up as missing, they will work ingame.

    I'm assuming you have an emp_info_params in your map.
     
  4. Spike

    Spike Long Live The King!

    Messages:
    612
    Likes Received:
    42
    Trophy Points:
    0
    rage quit map anyone ?
     
  5. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    could you please mark the flag positions and corresponding spawns in one of the top down screenshots to give an idea of how you intend this to play out?
     
  6. BigTeef

    BigTeef Bootleg Headshot master

    Messages:
    7,036
    Likes Received:
    36
    Trophy Points:
    0
    I got a question.

    How long do you intend to make this map, judging from the design its basically a tug of war map.
    Tugs of war take forever to complete especially when people do and don't know what they are doing.

    Is there a ticket range or a timer?
    Or do you plan to leave it up to who ever has more points captured?
     
  7. BitterJesus

    BitterJesus Member

    Messages:
    1,936
    Likes Received:
    3
    Trophy Points:
    0
    For now I'm making it 100-120 tickets. But I will also set a timer for the map. Not sure how though. Someone tell me.

    I will do so.
     
  8. BitterJesus

    BitterJesus Member

    Messages:
    1,936
    Likes Received:
    3
    Trophy Points:
    0
    Yellow are the flag positions, I'm sure you can figure out the rest.

    [​IMG]
    http://i.imgur.com/5b3F4QC.jpg

    And the "beam" texture you see on the map are only walkable on by scouts (or only walkable THROUGH by scouts in case of doorways)

    EDT: Oh yeah the commanders are just props.
     
    Last edited: Nov 8, 2013
  9. Lawliet

    Lawliet Member

    Messages:
    869
    Likes Received:
    19
    Trophy Points:
    0
    inb4 Trickster, Empty, and all the other reputable people in this community.
     
  10. LordDz_2

    LordDz_2 Strange things happens here

    Messages:
    2,956
    Likes Received:
    93
    Trophy Points:
    0
    Logic_timer.
     
  11. BitterJesus

    BitterJesus Member

    Messages:
    1,936
    Likes Received:
    3
    Trophy Points:
    0
    Ty .
     

Share This Page