Pyramid Map's a coming along

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Kothar
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Post by Kothar »

I have a suggestion.

make it so that once you reach the next "level" with better weapons you can't go back to the previous one. this way the players with pistols won't be attacked by players with assault rifles.
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Meanstreak(BNino)
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Post by Meanstreak(BNino) »

Well I am making this seem more specific than it is, the "levels" are more metaphoric as in progressing in any direction will merit discovery of weaps. You're right it would be hard if you only have sawed-off vs. assault rifle but that is part of the gameplay sometimes. However, you won't only be able to find the good weapons very far down, at least not your typical guns.

I had said in another post I promised to not make the assault rifle too hard to come by. The thing that sucks is the second an assault rifle is aquired no other weapon will be used :(

There was something I wanted to try though. How hard would it be to encode the game so that when you pick up a weapon, it disappears from the map but reappears when whoever got the item dies or uses it up? I know this is already going to spawn several questions, so here is a detailed explaination of what I would like the game to do:

When a player picks up a weapon, I want that weapon to disappear from the map as if it were the only one. There will be multiples of each weapon, but I want them to not be infinite like most maps, NOR have the reapear properties of medkits and grenades. So when your team gets inside my armory for example, there will only be so many assault guns available. Once your team takes as many as they can, no more will come back until the carriers are killed or they throw the weapon.

If you chose to throw it, then it sits on the ground for as long as thrown weapons in multiplayer do then reapear where they began as if the player had dies like stated above. I hope this is making sense to y'all cause I'm pretty baked right now trying to form this into something sensible.

While I'm thinking about it, I want this to only apply to the weapons and grenades by the way, not medkits or tools as giving them to needy teamates would be an issue, the normal spawn tendancies of those items can remain the same.

My reasons for making the system more complicated is because in one or two areas I cam considering a stockhold of LAMs or more than one LAW and I wouldn't want people to just sit and wait for three to come back while they plant and throw as they please. At least if the weapons will remain in other players hands until they are finished, there won't be an entire opposing team running around with LAWs and LAMs out the ass.

As far as the first issue this reply was about I'd also like to add that another way of balancing the lack of all weapons present at spawn is making several areas spaced well out competitively as tantilizing as another.

Of course the area where you find the assault gun won't have much more than just that there because nearly everyone will want to go straight there. But the fact that behind a secret wall lies a passage to a hidden storage room with a flamethrower and more than one lam and other supplies may make running around with that pistol a little longer worth it. Keep in mind my goal for this map is to more evenly spread out all possible strategies.

Hell, my map may even convince some people to use environmental protection with some zone ideas I'm juggling with. I pretty much want to use more of the environment in MP rather than treating the map as an "arena."
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Post by ~Sanguine{DXA}Rose~ »

Meanstreak(BNino) wrote:Well I am making this seem more specific than it is, the "levels" are more metaphoric as in progressing in any direction will merit discovery of weaps. You're right it would be hard if you only have sawed-off vs. assault rifle but that is part of the gameplay sometimes. However, you won't only be able to find the good weapons very far down, at least not your typical guns.
You've seen me us it for devastation ;)
Meanstreak(BNino) wrote:There was something I wanted to try though. How hard would it be to encode the game so that when you pick up a weapon, it disappears from the map but reappears when whoever got the item dies or uses it up? I know this is already going to spawn several questions, so here is a detailed explaination of what I would like the game to do:
Look at the SP Training Map, They take inventory away... Its a special type of trigger
that does that.

Meanstreak(BNino) wrote:My reasons for making the system more complicated is because in one or two areas I cam considering a stockhold of LAMs or more than one LAW and I wouldn't want people to just sit and wait for three to come back while they plant and throw as they please. At least if the weapons will remain in other players hands until they are finished, there won't be an entire opposing team running around with LAWs and LAMs out the ass.
That sounds like my server LOL!!!!!!!!!!
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Kothar
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Post by Kothar »

I think I have seen this done before on a map. Its shouldn't be too hard to do. It sounds like a great idea.

I wish there was a way to implement aug canisters instead of choosing your augs in the menu but I don't think it is possible. then you could hide the augs that everyone will want (speed and such) and leave a few in easier to reach places.

I think this map is going to be awesome.

just another idea, maybe there should be a sort of "safehouse" in the middle of the map between the goal and the start. I don't know if this would even fit into your map, but I was thinking maybe make 2, one that only NSF can open and one only UNATCO can open. it could be just a little room with a medbot, repairbot, and ammo crate. this way after a lot of progress within the map you can kind of regroup, and restock supplies safely. then continue fighting your way to the top. and have 2 or 3 exits from the rooms to prevent enemy camping.
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Post by Skilgannon »

Sound a good idea. Both Nino's and Kothar's ideas.

What Nino's saying sounds a lot like Weapons Stay = False from UT99. :)
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Post by Kothar »

well it sounds like a simple IfWhile loop however I don't know how to code UT
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Post by Skilgannon »

It was a checkbox in the options to set up a match in UT, no coding required. :D
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Post by ~][FGS][Nobody~ »

So... but where does the neutron bomb fit in?
Perhaps at the top of the pyramid! :o
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Kothar
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Post by Kothar »

at the very top of the pyramid in a secret panel that looks like the wall.

:-D
"Without deviation progress is not possible"
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Post by ~[FGS]Próphèt~ »

I'd like to volunteer for maptesting.
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Post by Skilgannon »

Me too. Maybe Nobody can close a server for testing? :P
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Post by Meanstreak(BNino) »

Wow wow wow! I was just considering scrapping the project but everyone's responses are so positive, I can't let y'all down now!

I've been putting more and more in, still isn't hugely complex but it is nice, I've added a robot maintanance room and some other little shits. There will be so much to do.

If anyone does think it may be too big or complex, I would just like to point out it will be less of both compared to Canyon_base, which nowadays seems like it would only be good with 20+ people in game.

The safehouse sounds like a good idea yes, however there will be plenty of supplies, bots, gear and other stuff on the map. I am taking into consideration that the average player will be sucking down multitools like speed does bio, so the place will literally be RIDDLED with metabolic end product. Even if it is just a medkit in a drawer, there will be something somewhere.

Just, most of the good metabolic end product is behind closed doors.

Also I think I am going to time-lock some of the data cubes, meaning they will be in a ceiling somewhere and a panel slides that drops the datacube where it should be. So not only will some of the better door codes be random like on Command_Post, but they won't even show up on the map for a certain amount of time, or until someone hits a trigger.

This is indeed like mixing SP with MP. As far as the aug idea goes, I really like it. Is there no way to trigger augadds in MP?

The neutron bomb will be in the basement, FAR below actually. There is so much going on I can't begin to describe. Hell I am only building and texturing the map right now and I still am not done, I don't even have goodies yet.

Back to Kothars idea of a safehouse, don't worry, the two main spawnpoints will be far enough away from each other and have enough accomedations. I will do the spawnpoints similar to towers i.e. each one has a few weps and a grenade or two.

Oh yeah, any way to get bots working on MP? I'd love to throw some bot control computers and Scrambler grenades in the mix.

Also I decided this map is designed for ground war. Less than 8 players here will be a buzz kill. Same for a short amount of time. I don't have a server and don't know where this map will be played on, but wherever it is definitely has to be aug, at least 16 players and the time limit would be best around 30 min. But I think you'll find no better map on which to clan war :D

I'm going to work on it now!
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Post by Meanstreak(BNino) »

Super close to having the interior texturing done. Wow it turned out into WAY more than I had hoped, I think it will be great. Here is an update floor/room list to give you an idea (from top to bottom, not including secrets):

Top Level: Roof, lookout
Control Level: Control room
Research Level: Nanotech research labs (2x)
Personnel Level: Barracks, bathrooms, showers, locker room, medical center, storage room, elevator lobby
Main Level: Lobby, break room, security control, armory,elevators (3x)
Lower Levels: Robot maintenance, generator room, storage room, water utility room, control elevator access room
Sublevel: Invasion tunnel

That's right, underneath EVERYTHING else, I have also added a cool little tunnel, very basic, to serve as one of the spawn points. Basically a circular room with a blasted vertical shaft and ladder where the "invaders" have essentially burrowed up into a storage room on the lower levels.

Also to deal with the larger size, I have made sure to include several alternative paths, especially with doors. Most every door is double, to deal with dumbasses standing there blocking the bitch. Also, a few secrets will enable more fluid movement once you learn them all. For example, between the Personnel floor and the lower levels is around 1536 units of space. To cover from there to the lower levels would take some time using lifts and all. So way back in the shower is a drain cover where you can jump down and fall all the way into the water utility room.

Comments or suggestions welcome as usually, keep em coming.
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Post by ~DJ~ »

Can i be the tester too? :-)
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Post by Meanstreak(BNino) »

Test away, any of you. This be my first map of course, and I am very noob to the whole process involved with testing and getting it put on a server, so I am kind of running blind. This is why I am putting a great deal of effort inot the map, I hope my hard work will grease the wheels on you veterans helping out a newcomer :D

Still working on it. It is becoming VERY complex (in a good way.) There are roughly five floors inside now, I don't think it needs more. All I have to do is make the tower outside and finish up my doorways and then it is onto finishing the lighting and the movers (5 elevators, many doors.) From there just furnishing the rooms and adding weps and needed items, then configure all the triggers involved for anything special and some detail and I'm done.

After I have the movers, lighting and barebone items and triggers setup, maybe we can get this bad boy uploaded for some testing. I give it... maybe two weeks top before some screenies at the minimum, just because I'm so lazy. I'm expecting the full finished product (coding, extras, detail, debug) by the summer.

After going through some SP maps and playing all the MP ones, I REALLY think this may spice up the community. So far this map is very unlike any I've seen, and the tactical nature I'm implementing via the importance of hacking, tools, and alternative gameplay I think this may bring a breath of fresh air to all us hardcore DX'ers.

:D
:D
:D
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