Infantry only TunnelRats

Discussion in 'Mapping' started by DocRabbit, Dec 2, 2014.

  1. DocRabbit

    DocRabbit Member

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    !Update 12-8-2014!
    Download Link for emp_tunnelrats_rv1
    Download emp_tunnelrats_rv1 Full

    :rv1 Patch for anyone missing roof texture in middle:
    rv1 Missing Texture Patch

    Initial release of tunnelrats. Here is the link to download the package.

    Download emp_tunnelrats

    !Update 12-30-2014!
    I have decided to be flexible till we get cap points population aware. Here are the changes I have put in tunnelrats_rv3a..
    Images Updated to show current state
    Download emp_tunnelrats_rv3a

    1. Reduced cap time on all flags.

    2. Reduced cap requirements to mimic something inline with Urban Chaos.
    Flags 1,2= 1 Player, All other Flags = 2 Players. This should make it fully
    playable for pops of 4 players.

    3. Reduced starting reinforcements to 150 vs the 250 it was.

    4. Increased bleed from flag 4's to .2 per GT vs .1 it was prior.

    5. Provided cover around all interior flag rooms, and expanded flag 5 cap points to include crate storage areas.

    6. Included 2 additional paths to mid and to enemy interior tunnels.

    7. Added forward spawns for capping Flag 2. Should aid team without center flag in contesting it easier.

    8. Provided ladder access from Main spawn to Flag 2 area to speed route to Flag 2.


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    Last edited: Dec 30, 2014
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Shotgun heaven!
    I really like how you always manage to keep a consistent color scheme to your maps.
     
  3. Z100000M

    Z100000M Vithered Weteran

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    Seems quite the opposite with the open area and pretty straight tunnels
    ```


    ETA?
     
  4. ImSpartacus

    ImSpartacus nerf spec plz

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    In the harsh corners, perhaps, but I see a lot of open areas where a mobile shotgun user would get cut down by nearly anything else.

    And that's a good thing. The map looks awesome so far. I feel like the cave motif might make more sense in an infantry only map. We'll see.
     
  5. BigTeef

    BigTeef Bootleg Headshot master

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    Do you have any hidden ditches people randomly fall into?
     
  6. Z100000M

    Z100000M Vithered Weteran

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    What do you mean? Sinkholes? Ground holes covered by moss? Man made pit traps?
     
  7. Sgt.Security

    Sgt.Security Member

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    He probably meant that old one in Bush.
    And the sandtraps in Vehicletraining which I believe are still there.
     
  8. ImSpartacus

    ImSpartacus nerf spec plz

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    Still there.
     
  9. BigTeef

    BigTeef Bootleg Headshot master

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    Its a hole in the ground, what do you want?
     
  10. Trainzack

    Trainzack Member

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    I thought that was a bug.
     
  11. Z100000M

    Z100000M Vithered Weteran

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    I find it funny that I dont really know about either of those occurences
    do elaborate
     
  12. ImSpartacus

    ImSpartacus nerf spec plz

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    At least vehicle training, there's a hole east of the lake north of nf main. If you drive over, part your vehicle can get stuck the sand permanently.
     
  13. Z100000M

    Z100000M Vithered Weteran

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    Oh, so its a glitch rather than a feature. I think i got an apc stuck there once.
     
  14. DocRabbit

    DocRabbit Member

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    Wish source was able to do this randomly. If I put them in people would learn them quick and just avoid them. There will be some risk/reward areas, but going to let you guys figure those out. Don't want to give away any secrets.
     
  15. Z100000M

    Z100000M Vithered Weteran

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    Ill just shoot the ground then
     
  16. BigTeef

    BigTeef Bootleg Headshot master

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    I would love to see people do this.
     
  17. 101010

    101010 Member

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    You can get out it just takes an ridiculous amount of time.
    Shooting cannons will move you a little. Or you can get out of the vehicle and place a turret to push the vehicle.
     
  18. LordDz_2

    LordDz_2 Strange things happens here

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    Use a Logic_case in combination with a couple of Logic_relays, that enable triggers that activate the traps.

    In short:
    Use a trigger_once on mapstart to fire the input PickRandomShuffle to the logic_case, have OnCase01 fire logic_relay1 trigger, OnCase02 fire logic_relay2 and so on.

    Voilá! Randomised traps.
     
  19. ImSpartacus

    ImSpartacus nerf spec plz

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    There still would be a finite number of potential traps that players would have to learn, right?
     
  20. blizzerd

    blizzerd Member

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    You could make it so it is basically a quicksand" desert, it appears a large relatively flat displacement with brushes where players walk, only to have randomised holes in them... crossing this place is risky but could pay off if worth it, it could be made so vehicles cannot really cross it.
     

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