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Another new map 
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Joined: Tue May 22, 2012 11:35 am
Posts: 54
Post Another new map
Hi all. This map has only "player start" thing without team buildings, so you may test it only in doom builder.
Some gameplay features, which I want to implement:
1. Strategical points, which you can capture, and get bonus armor and damage for your team (on screenshot).
2. Security wall, which separets the base from middle of map, and which opens at sudden death.
Can you give me some advices about scripting that things? It will be good to know, how get team-flag of current player, how to change damage and armor for current team and any type of armor.



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Sun Oct 28, 2012 2:47 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Another new map
1. I have experimented with teleports that you can "capture" and then use from your base. The design is not perfect so I haven't implemented them in any real map yet. But I agree it is a good idea to be able to control gameplay throughout the map. And also to provide experience with events in the map.

2. I have checked the script files included in the .pk3 to locate events/variable names. You should be able to find sudden death there.

Will check your map later.


Mon Oct 29, 2012 2:28 pm
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Posts: 178
Post Re: Another new map
Interesting layout and very special design. Very much Q2 :) Now I need to learn how to make 3d floors.

Where are you going to place the buildings ?


Mon Oct 29, 2012 5:41 pm
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Joined: Tue May 22, 2012 11:35 am
Posts: 54
Post Re: Another new map
K4r4t3k4n4k4s wrote:
Where are you going to place the buildings ?

Here on scrshot, I haven't decided yet, how I'll place them.


Mon Oct 29, 2012 6:49 pm
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: Another new map
Thank you for the wonderful diagram :v


Mon Oct 29, 2012 6:50 pm
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Joined: Tue May 22, 2012 11:35 am
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Post Re: Another new map
New version, with brightnes.


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Wed Oct 31, 2012 9:21 pm
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Post Re: Another new map
Maybe you have found out about it by now but this script triggers an event on Sudden Death:

Code:
#include "zcommon.acs"
#import "aow2scrp.acs"
#import "a_functions.acs"

Script 7 OPEN
{
   
    if (SuddenDeath)
    {
        Floor_LowerToLowest(30,8);
        terminate;
    }

    delay(35);
    restart;
}


Sun Nov 25, 2012 1:52 pm
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Joined: Tue May 22, 2012 11:35 am
Posts: 54
Post Re: Another new map
Here is a completed version of map.
I added some new gameplay features:
I placed force fields instead of doors. Force fields block enemy players and projectiles. Each team has its type of fields - red and blue. Blue players can go thorough blue field and can't go through red fields and vice versa.
There 4 control points on a map: red A, red B and blue A, blue B. Players can capture enemy points just by standing near it.

Red A is related to red War Factory and Refinery
Red B is related to red Research center and Bar
Blue A is related to blue War Factory and Refinery
Blue B is related to blue Research center and Bar

For example: when blue player captures red point A, red war factory and red refinery force fields are changed to blue. So, if red players want to use/repair/enter their wf and ref they have to retrieve their point back. And blue players can easily go throught captured force fileds.

map http://www.mediafire.com/?peb1jh7mp2t9u85
music http://www.mediafire.com/?qlj041garbiwfqz


Tue Nov 27, 2012 9:45 pm
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Joined: Tue May 22, 2012 11:35 am
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Post Re: Another new map
Fixed textures for AOW 3200.
http://www.mediafire.com/?g2baxom7w3g8nqe


Wed Nov 28, 2012 7:48 pm
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Joined: Tue Dec 04, 2012 3:22 pm
Posts: 12
Post Re: Another new map
Good map, but it is very large and it needs map markers(for A and B points).
WTF
(OMG sorry for image, I don't know what happened)
http://s8.postimage.org/f87tyia8l/Scree ... 191036.png


Tue Dec 04, 2012 3:29 pm
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Your local sprite tweaker
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Joined: Wed Apr 21, 2010 3:06 pm
Posts: 415
Post Re: Another new map
1022x575 happened? How did you even manage that. o-O

But yeah, screenshots bug out if either of the resolutions isn't a multiple of 8. (1022/8 = 127.75, 575/8 = 71.875)
1024x576 Would probably work just fine, though I have no idea how you'd get a messed up combination like that. (The only combination I recall that is 1366x768)


Last edited by Blox on Tue Dec 04, 2012 7:42 pm, edited 2 times in total.

holy shit that was a bad one that went by unnoticed



Tue Dec 04, 2012 4:00 pm
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Joined: Tue Dec 04, 2012 3:22 pm
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Post Re: Another new map
What the fuck, I have 1366x768. I changed 1366x768 in zandronum too. Very strange bug.


Tue Dec 04, 2012 4:12 pm
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Post Re: Another new map
Well if you want to take screenshots, then use 1360x768 or something.


Tue Dec 04, 2012 7:43 pm
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Joined: Tue May 22, 2012 11:35 am
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Post Re: Another new map
Happy :D wrote:
Good map, but it is very large and it needs map markers(for A and B points).
WTF
(OMG sorry for image, I don't know what happened)
http://s8.postimage.org/f87tyia8l/Scree ... 191036.png

Looks creepy. Don't blink! We have a special PЯESЗИTATI0N.
http://www.youtube.com/watch?v=IBHkW0aKHRc


Wed Dec 05, 2012 6:09 am
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Post Re: Another new map
But yeah, there's a huge 3D floor vertical segment that's just one big HOM.


Wed Dec 05, 2012 8:32 am
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Another new map
Tonight we played this map on a full server. Here is the feedback I saw:

* People don't understand the point system, at least not intuitively. Points need to renamed to more properly mirror their usage.
* Tiberium lava needs to be redesigned. Many players started with going to -10 frags. Frustrating :)
* People got irritated by Force fields blocking building doors. This points back to not understanding why force fields went from blue to red. I definitely think they are a good idea but think they should be used for opening up goodies or paths between bases instead of blocking buildings.

My thought is that points should be placed nearer their usage or places that are more natural to reach from the respective base. They are kinda randomly placed now, especially point B.

Force fields could also all open at SD.

Upper levels are kinda off to reach, not many found their way to them.

With all that said I think it was refreshing to play something different so address these issues and we're going somewhere :)


Wed Dec 05, 2012 7:38 pm
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