emp_tutorial

Discussion in 'Mapping' started by Metal Smith, Apr 19, 2009.

  1. Metal Smith

    Metal Smith Member

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    This type of map has been talked about for a while, but now that the devs are working on some more mapper oriented content, this idea I've had may work.


    Obviously, a training map.
    [​IMG]


    Alright. The idea is to have 2 identical reflections so that you can train on either team. This current map is just a layout, no work has been done to it, no entities in it yet, etc.


    Area 1: Start

    This is the start area. Around the edges of it would be raised platforms for displaying weapon models on podiums, and possibly some sound files with information on the different weapons and class skills available for each of the 4 classes. 1.2 would be engy, 1.1 would be gren, 1.3 would be scout, and 1.4 would be riflemen.

    Area 2: Shooting Gallery

    This area will be a shooting range of sorts. I play on putting some visual references as well as the hammer measurements in this room on plaques. I want to use hammer units rather than feet or inches simply because the scripts reference falloff distance by hammer units. Ceiling is very high for mortar training as well.

    Area 3: Vehicle combat training

    With the ability to spawn vehicles with entities already being worked on, I figured it would be fine to add this type of area. Basically it will be an area with vehicles of the opposite faction spawned into it with standard amounts of common armors for that vehicle type. APC with plain armor, LT or MKII with electrical, Heavy with absorbant, Medium with bio. Also, I was thinking of trying to put in some triggers that would enable or disable advanced RPG's.

    Area 4: Live Fire Combat Training.

    This area would more or less be a maze of turret farms, made to give new players the opportunity to take out enemy turrets of varying level in anyway they so choose. It will give them a chance to figure out how to use each classes anti building equipment to find for themselves which is more effective. Possible adding an armor or a radar in the area in a spot or two. Maybe even a mock enemy base at the end to sneak around.

    Area 5: Flag Explanation

    Just a small cap zone in its own room off to the side for a quick explanation on flag capping. If you really need this room, you are probably never played a computer game before.

    Area 6: Commander training area

    An outdoor area with a skybox and a com vehicle. it's a block, not a displacement, so you should be able to place anything anywhere. Will probably add a couple of res nodes, and a tower that has an unresearch all button in it if I can. That black line shows the separation of this area and the next area, but the next area come right up against this area, so it's hard to tell the difference.

    Area 7: Vehicle familiarization area

    This area will be displacements and mild terrain deformities, giving the player a chance to drive a tank around, and there will probably be a few hazzards (water, dense tree groups, a cliff) to get the driver used to what can and can't be done in a vehicle, as well as how it feels to drive on in various conditions, like up hill, through water, and down cliffs. VF will be next to the entrance of this area. Also, a research complete button in a tower next to it if that works. I've been thinking of just making a button that would research a specific tree only in this area, where you can enable or disable different tech trees.



    The map itself is actually the full hammer grid almost, so it's not a small map by any means.

    The commander and tank areas are the 2 easy parts for me. Creating an area for the infantry live fire will be more difficult. I'm not very creative with that and I want it to reflect as many turret farm scenarios as possible.

    This map is just barely fleshed out atm, but if you would like the VMF, send me a PM, I'll send what I have if you want to add to it as well. This would be ready until after the devs add in the support for mapper dropped vehicles, which I've seen mention of, but I don't know how much progress they've made.


    If anyone has any comments, please do add them. This is supposed to be a tutorial map, so I'll need input from new people as to what would help and older people to as to what we should add for new people to experience.

    That's all I can think of right now, if I add anything, it will be with an **edit tag at the front of the line.
     
  2. Coffeeburrito

    Coffeeburrito Coder

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    I had already started some basic preparations for just such a map, which can be seen on a wiki page.

    Blizzerd and con7con have already started (separate?) efforts to produce a map. Just last night, Vess came to me with his own layout and a request to take over management of the process with DrummerX and Empty.

    It's great that so many people want to work on this, but I think it would not do well to have so many competing efforts. It would be ideal if you all could collaboratively agree to a design on the wiki, then work together to produce it.
     
  3. Metal Smith

    Metal Smith Member

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    I'll get on IRC and see if I can't get ahold of anyone to talk about it. Spent a few hours last night drawing up lists of things that a tut map should have. Was also watching a fire burn down, so my brain may have been overheated.

    anyhow.
     
  4. blizzerd

    blizzerd Member

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    coordination plz, i am already making something like this, i made a wet obstacle course in the nature of this :http://www.youtube.com/watch?v=O5utAvI66NE

    only with more to do then crawl on your back (prone)

    you will also need to crouch, run over beams, jump, jump crouch, climb and run basically
     
  5. Con7con

    Con7con Member

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  6. Jessiah

    Jessiah Member

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    Use GMod to try to make a layout you feel would work. Being able to place all the props and crap and easily take a look at the design would help a lot I bet.
     
  7. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Dont take it personal but theirs alot more
    room for creative and interesting layout
     
  8. Vessboy

    Vessboy Member

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    My rough map concept starts lower right ends upper right. I wont bother with the details but it covers everything your standard emp recruit needs to know.
    [​IMG]
     
  9. Jessiah

    Jessiah Member

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    Your concept is useless without the details.
     
  10. TheAmethystDuke

    TheAmethystDuke Member

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    We need a layout that displays pride and beautyfull, a masterpeace architecture and hammer mapping.

    We need AI controlled enemies, props, missions, ect.

    Best thing would be to develop an Empires Campaign, were you begin as a Northern Faction soldier and finally become a commander:

    Order:
    1. Basic city mission, basics of infantry combat...
    2. Again, city mission. But this time you will heal troops, destroy invading Brenodi vehicles and accomplish a mission(Like, defending a pumping station).
    3. City mission, you will drive a tank and escort supply trucks trough the city, you will be under attack by enemy Tanks and Grenadiers. You will also learn hwo to use the repair pad.
    4. You will become a sqaud leader and try to capture a vital area in the city, you can select your team mates, and you will learn about sqaud powers and skill. And teamwork(Keeping your team mates alive for example???)
    5. Mission in the outer suburbs, you will now encounter the serious guys, you will learn how to sabotage turrets, sneak, melee, ect.(Scout stuff).
    6. In the this mission(Plain/Forest) you have to help the commander build his base, build turrets, revive people, heal people, repair vehicles, upgrade turrets. Ect.(Engineer stuff)
    7. Dessert mission, your transport plane has crashed in the dessert and you will have to defend it.(Together with your sqaud members). You will learn how to use the hmg, different skills, sqaud powers(Rifleman stuff).
    8. You have been brought to a abandoned Jekotian citadel(Dessert) and you are under attack by Brenodi Forces, you have to watch out for Artillery(Special effect: Exploding buildings), you have to fight Infantry and Tanks(Mortar+RPG), you will learn how to use Grenadiers skills(artillery strike for example) and you will try to mine key positions in the city(Grenadier stuff).
    9. You will now take controll of the command vehicle, and lead an attack on a Brenodi Outpost(Artic map). You will build buildings, give orders and do some very basic research(not everything is unlocked yet). You will also learn about resources management. (Basic Commanding stuff)
    10. In this mission you will be the commander once again and you will try to capture a Brenodi city(Tropic region). You will learn about research and vehicle customisation. And the use of Artillery.(Advanced Commander and Vehicle/Research stuff)

    We need nice maps, lot's of detail and architecture, nice terain, ect.

    So no sqaure block, emp_money/slaughtered stuff.

    We wan't people to play the campaign and be like "WOW AWESOME!!!"

    If we are going to create some boring concrete 1 texture map it will scare away people.
     
  11. Jessiah

    Jessiah Member

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    If you want a campaign go make a campaign. This is a tutorial. Tutorials are simple and effective. What you suggested doesn't sound like that role.

    On top of that, good luck getting the devs to work on AI.
     
  12. Coffeeburrito

    Coffeeburrito Coder

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    Great wishful thinking, but the AI required for Empires is much more advanced than your typical combine soldier guards. On top of that, you'd need AI for vehicles and maybe even an enemy commander! Sure it would be nice, but that kind of stuff isn't trivial or even a priority right now. With this in mind, please limit suggestions to the scope of things that are immediately available.
     
  13. Metal Smith

    Metal Smith Member

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    It's currently 1 texture cause it's just the layout. There aren't even any entities in it other than those that are needed for the map to start properly and be visible enough to give a good overview screen shot.
     
  14. Maxaxle

    Maxaxle Member

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    *massive bump*
    We really need this map! Noobs are ruining teams as we speak!
     
  15. Red Cell

    Red Cell Member

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    Another massive bump.

    Any word if anyone has completed one of these tutorial maps?
     
  16. Trickster

    Trickster Retired Developer

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    We've got something in the works, I just need to get to Friday so I can start organising everything. But rest assured, it'll be worked on.
     
  17. LordDz

    LordDz Capitan Rainbow Flowers

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  18. Trickster

    Trickster Retired Developer

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    I have the files. It's not even close to being complete, I can assure you.
     
  19. DrummerX

    DrummerX Empires Tyrant

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    the only parts needed to be finished is the engineer section and scout section

    the Comm section would transport the player to the open section of the map with some images maybe or someone talking them through, didn't get this far
     
  20. Trickster

    Trickster Retired Developer

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    Imo it's got a lot more than that needed. But we'll see when we get a few mappers together who are considerably more talented than I ever will be, and work out how long it's going to take to tie everything together.
     

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