My map ideas -1 reply

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Capt. Queeg

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13th June 2003

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#1 15 years ago

Gringo asked what I was working on but I didn't want to distract from the topic of his thread. So here it is...

My first attempt won't look so much look like a train, as it will move like one. If I can't make it move realistically, I won't build a detailed one. Did I know you were working on a map? Sorry, too burnt out at the moment. It's good to hear. What's the premise?

I'd mentioned before that I was designing what I called a "puzzle map" designed to be played in SW mode. It can be played single person and still be challenging and with up to 6 people per team where one team's progress can actually reinstate obstacals completed by the other team. Then the players who die and respawn at the original spot would have to redo those steps to reach the end again.

I'd written up a bunch of stuff for that but a lot of the ideas, I don't know if they are possible. To rattle off a couple of the tecnical questions I have for that map: If a model/object has only say 20 points, is there still a limit as to the Size it can be? How do you indicate an Item is pushable? Carriable? Is there a weight/Size limit for pushable objects? Can pushing an object into a specific position, complete a goal. Can I include scripts in the map that act upon how many players are on a side? Can I add values that are voted upon? Such as how many players to optimize the map for? How do I mark something as carriable? Can dropping it on something trigger an objective completion? Can dropped objects move if the model they are dropped on is a moving model like a cart? Can they stop the movement of that cart if they hit an obstacle and can't be pushed off?

Although I have a good title, a great story line and with a surprise /beginning/, and even an idea for theme music (though that's probably a copyright infringment), I don't think I can do everything I want to do right now.

Instead, I am working on a simpler map with cool things I've seen in other maps. The story line is simple. A small carnival crew has setup a Steam powered Gauntlet run in the land between the cowboy town and the canyon hide out. They plan to make money off of the rivalry between the two factions.

The Gauntlet run can accept multple people but of course the first one to the end gets the big prize money. (I've toyed with the idea of designing the point system in such a way that it would really help (or hurt) your CSports rating.) Two people could run the gauntlet together and interfere with the other player and more players on one team could actually interfere with each other (I guess I have to do something about two people blocking a single player on the other team forever. hmm just thought of that. Perhaps that's what dynamite is for...) I figured I would make it so that players could shoot from the outside at certain points but with limited view and no head shots and no throwing objects.

I was going to ask permission to take a screen shot of the bridge and bandit spawning point from the town map and a screen shot of the cowboy spawn from the canyon map and make those two of my boundary walls.

In the end, I would call this a training map as you would have to practice things like shooting small and/or moving targets, the jump/crouch, falling and turning to catch ladders, not shooting penalty objects, hopping onto/off of moving objects (why I asked for the train example), ducking and shooting while on that moving object as well, timed running through obstacles (some would kill most would wound and make you slower). A sherrif would have more ammo and have a better chance of getting all of the targets but they would get wounded more and more along the way and would get slower and slower. A doctor would be able to heal himself and could run faster but would have to be real careful not to run out of shot before the end or he'd have to kill self and start over. I guess a miner could lay dynamite traps but he and the soldier would be not be best for this map. As with the other game this would be a stop watch game.

Anyway that's what I'm working on.




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#2 15 years ago

Hmm..where to start. Hewster can probably answer more of your technical questions, but I've heard pushable objects are hard to make. You may have to make a new mod, or even gametype. It's good that you're thinking outside the box but the basic game types are pretty rigid. For example, you can only have 1 holdable objective (money for example) in a map. Not even per team, just one. Granted I'm not a genius, but I've spent 5 1/2 months learning mapping, and your ideas sound damn hard to implement. I'm not into software, so you've probably hit the ground running. In sort of the same way Hewster has discouraged me from taking on the train map, I would suggest that you try something basic. When I started mapping, I thought "I'll just make another town map". Which mine is "just another" (no offense to Bolty's), but now I'm thinking about making the train. So my advice is to first make something unique within the realm of the existing software. If the realm is still blurry to you, all the more reason to start simple. Trust me, there are a lot of things you can do that haven't been done. How about making a regular gameplay map at the statefair/carnival? You'd learn scripting damn well with moving rides. Not very gritty for WildWest, but neither is my town. I sware I thought of a mod a few weeks ago...American Gladiators!. Sounds similar, don't it? lol Now, I'm not tooting my own horn, but do you know how much work goes into a "regular" map? I've spent about 400 hours building mine! And I re-used a lot of Bolty's textures. Of course, learning anything for me is a steep curve. Personally, I like the abandoned Mexican village idea. That would be fairly straightforward to make.




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#3 15 years ago

Queeg, you're usually quick to reply. I hope you don't think I was trying to shoot you down. Don't let me tell you it can't be done. I'd just rather see you release a standard map, than pull your hair out.




Capt. Queeg

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13th June 2003

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#4 15 years ago

Hey, no worries mate! You just ran into Stargate SG1/MTV's Spider-man night. (MTV's Spiderman is exceptional btw even if the actors playing the the cop and JJJameson should switch roles. WAY better than the movie was and in fact better than any of the cartoons and other live action movies/shows and I think I've seen them all. (The Electric Company's Spiderman was pretty good though...))

Hey, I appreciate the sound advince. And I might actually heed it if what I'm doing doesn't work out.

There are actually some hidden advantages to the Gauntlet. First and foremost is that the roof is off, So guess what, I couldn't care less about lighting woes, I have a sky texture that provides all the ambient light I'll ever need. (though one section will dark and use only a few light juniors (if I understand them right) to produce a glowing exit signs) Second, most if not all of the walls are flat and non descript. I don't have to worry about making really looking cliff faces or varying the building matierials. All I need to worry about is what I consider fun stuff that I won't get bored with: scripting. I may jump up and yell about how easy one thing or another would be if I was doing this in Delphi but I don't think I'll get bored.

The other thing is that the Gaunlet is made one challenge at a time. So I can fully concentrate on one thing and then either give up if it is not possible or simply move on to the next.

Your "rigid" statment is what scares me the most. For right now I've decided that for advanced stuff the actual files are easier to look at than that radiant editor.

Anyway, I'm out of time right now. More on this later!




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#5 15 years ago

When you say cliffs like terrain, it's not hard to make. It took me about 12 hours in total. All you do is make an 8-bit bitmap in varying shades of gray, and tell EasyGen what depth you want it. About the lights, it's fairly simple. Just add them, and test to see what it looks like. For the signs, you'd actually have those emit light (surfacelight). It's just a shader (an image with special properties). So you tell it how much light to emit.




Hewster

WildWest Creator

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26th October 2002

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#6 15 years ago

Maybe you 2 should work on a map together ?

With Queegs coding skills & the skills Gringo has developed in mapping, you could probably produce a pretty awesome map together ?




Capt. Queeg

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#7 15 years ago

Might be worth a shot after a know a little more about what I'm talking about. I'm actually playing around making some stuff this weekend.

Starr'll be busy with touch ups to his map for a while longer too I'm sure.




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#8 15 years ago

Yeah, I think a collaboration could be cool. See my new topic....