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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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An endless maze of tunnels, with a few leading to some locked doors. Vicious fighting, culminating in death, or the bodies of the dead actually blocking the tunnels.
That's 'kin ACE my friend!
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Tue Feb 20, 2007 10:45 pm |
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Joe Mikkel
Joined: Fri Dec 15, 2006 7:40 pm Posts: 51 Location: Los Alamos, NM
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Howsabout this - each player starts out with a shotgun and digger in a small bubble of empty space. Then, they have to dig their own shaft, while at the same time protecting their brain. Once they dig the shaft, they'll be able to order stuff and better protect their brain.
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Wed Feb 21, 2007 1:46 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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*contemplates* Yes, that's a very good idea. Then there'd be another element added: should I dig my shaft to order stuff, or rush the other guy and take him out when he has no reinforcements, or should I dig to prevent that early rush? This is gonna be an awesome map if it ever gets created. It could be another community map, kinda like that lockdown scene.
Posted after 59 minutes 26 seconds:
Ok, just got the contour maker. What do you guys think so far? Very early, just edited one .con file. It is so easy, and I supplied a pack that can get you started (Data's contour maker and original grassland .bmp's). Just make some, and post the results.
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Wed Feb 21, 2007 4:43 am |
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Joe Mikkel
Joined: Fri Dec 15, 2006 7:40 pm Posts: 51 Location: Los Alamos, NM
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There'd be a small problem with the AI in single player tho, their rockets would appear in the ground. Or at least I think so. Actually, i'll go try to make it now.
Posted after 23 minutes 13 seconds:
Sorry for double posting.
I tried to make the map filled completely with dirt, and found that the contour maker crashed. So, I left a space on the top that was about the height of a clone minus the head. Now, AI can land, but you can also order stuff from the beginning.
Oh, and I learned how to use the contour maker. A lot simpler than I thought. Thanks for the files, uberhen , I'd prolly be too lazy to find and dload them separately.
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Wed Feb 21, 2007 5:46 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Ok, new version. Each base has a shaft above the width of the base. I'll try to make it so the cpu can at least land on the top, gimme a few minutes...
EDIT: No problem Joe. I hope others can see how easy it is to create a new map.
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Wed Feb 21, 2007 5:59 am |
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Joe Mikkel
Joined: Fri Dec 15, 2006 7:40 pm Posts: 51 Location: Los Alamos, NM
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Ehmm.. the floating gold and rocks would be useful to remove.
Actually, that gives me a new idea. How about a map that only has floating gold and rocks, it would be just like a Tribes deathmatch on multiplayer.
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Wed Feb 21, 2007 6:15 am |
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Striker26
Joined: Sun Sep 24, 2006 4:01 am Posts: 641 Location: um.......yeah..
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dang i cant wait till the scene editor and the ability to place turrets comes out....
imagine going through a underground base filled with turrets, and your objective is to like destroy a prototype rocket or something
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Wed Feb 21, 2007 6:16 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Unfortunately, Joe, since almost the entire dirt.con is filled with dirt, differentiating from where and where not to place rocks/ gold would be very hard. Reason: you set if the boulders/ rocks will only appear above, below, or under the actual terrain. There isn't any way (that I am aware of) that you can set for them to not be in a certain section; it is kinda random.
AddTerrainDebris = TerrainDebris
InstanceName = Boulders
DebrisFile = ContentFile
// When loading, 000-001-002 etc is added automatically before .bmp
Path = Base.rte/Scene/Objects/Boulders/Boulder.bmp
DebrisPieceCount = 103
DebrisMaterial = Material
CopyOf = Rock
TargetMaterial = Material
CopyOf = Dirt
OnlyOnSurface = 0 <- if it only appears on top, like the grass does. set "0" to be in dirt
MinDepth = -1000 <- where rocks are, relative to terrain
MaxDepth = 1000 <-
DensityPerMeter = 1.5
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Wed Feb 21, 2007 6:30 am |
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Joe Mikkel
Joined: Fri Dec 15, 2006 7:40 pm Posts: 51 Location: Los Alamos, NM
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Can't you set the depth variables to negative? I'd try it, but i'm in school...
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Wed Feb 21, 2007 4:07 pm |
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Master Pimp
Joined: Tue Feb 06, 2007 7:36 am Posts: 460
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You also have to remember that this would not work with one player but im gonna make a version that will. (Damn there is gonna be alot of versions out)
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Wed Feb 21, 2007 4:42 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Joe Mikkel wrote: Can't you set the depth variables to negative? I'd try it, but i'm in school...
Sure. As you can see, the MinDepth is -1000.
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Wed Feb 21, 2007 7:34 pm |
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Kokits
Joined: Sun Dec 03, 2006 4:00 am Posts: 578 Location: America
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These are awesome ideas... wouldn't it be better if people just wait for the Scene Editor? Oh... right... that might not be out for awhile...
I still think someone needs to make a guide to mapping though... *hint*hint*
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Thu Feb 22, 2007 4:51 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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I pity the poor foo who hints at my mapmaking!
...
*ahem*
But hasn't there already been a mapping tutorial? If not, maybe I might make one. I just started a few days ago, though. (but it is really simple)
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Thu Feb 22, 2007 5:05 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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someone make a wall digger thats the same size spray as a clone so we have the right sized tunnels and convert the drill rocket!
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Thu Feb 22, 2007 5:16 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Wait, I just got a great idea. Know how the game loads the pictures of the bases and walls and terrainobjects? Why not just make the whole map a terrainobject? I'm gonna try it right now,
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Thu Feb 22, 2007 5:46 am |
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