Questions about a new map I'm working on

Daedryon

L3: Member
Dec 5, 2009
134
3
Ok, so I'm working on a paintball map.

Basically, it's gonna work as follows:

- Classes are restricted. Only class you can play will be Sniper
- Weapons are restricted. Only usable weapon will be the Snipers SMG, to simulate a paintball gun. Notices about this will appear through the advertisements plugin I'm using. Infinite ammo will not be used.
- 1 hit kills will be used to simulate the "1 hit - you're out" rule of actual paintball.
- Current map dimensions are as follows: 16000.0 x 16000.0

The reason for the huge map is because I want some big trees in my map to act as cover, and I want plenty of space to run around

I'm also thinking of doing 2 forms of the map.

1 form will be standard CTF, each team starts at one side of the map. The strategy is to grab the intel and bring it back to your area.

The other will be a 1 sided Capture the Base style map. 1 team will be in command of a building, the other team will start out in the wilderness and attempt to capture the base (I figure just putting 1 intelligence in the map, inside the base will do fine)

So my questions are as follows:

Question 1
With the whole CTF style gameplay, is there a way to make the players not respawn after they've been killed? As well, I want it so that once everyone on a team has been shot, the round doesn't end. Is this possible?

Question 2
Is the map size, coming in at a big 16000.0 x 16000.0 (Hammer dimensions), too big? I've done a run through at my original size of 8000.0 x 8000.0, and it seemed that running from one side of the map to the other was quite quick.

Question 3
Is it possible to get custom skins for the Sniper? I'd love to get some custom skins made for the sniper, where their default clothing is reddish-brown camo for the red team, and bluish-grey for the blue team.

Question 4
Is there a way to increase how many clips a player gets for his weapon? I want to up the number of clips (reloads) to about 6 or 7, to simulate paintball players having a number of pods for his/her gun.

Bonus Question
Do you like my idea?
 
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Bockagon

L3: Member
Jul 15, 2009
147
72
1) You could try disabling the spawn points after everyone spawns in the first time. If that doesn't work you can make it an obscenely long respawn time and use a game_forcerespawn to respawn everyone when you want them to.

2) Granary is only 13,000 units long... Your map sounds WAY too big.

3) Custom skins are entirely possible. Whether or not one you want has already been made is a different story though, you might have to make it yourself or have someone else make it for you. Only players that have the skin installed on their computer will see it though.

4) Maybe with a server plugin?

Bonus) Not really. It could be fun with a few friends but I don't think I would enjoy playing something like this.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
Hmm...I could shorten the width, and the length abit, maybe make the map a rectangle, as opposed to a big square...

I suppose using Packrat or w/e to pack the custom skins into the BSP or whatever could work so that everyone sees the custom skins...

As for the clip, I'll check Alliedmods.net.

Also, I think this map would be good for diehard paintball fans like myself.
 

wiseguy149

Emperor of Entities and Amateur of Aesthetics
May 12, 2009
103
220
1) You could put a time delay where after the round starts spawns are moved somewhere else that cannot access the rest of the map. Other than that I don't believe you can prevent spawning unless you try to mess around with the gamemodes and incorporate arena.

2)WAAAAY too big. If it is too quick running from one base to another, put in obstacles and different routes, not just straight lines. Plus, remember that players will have to deal with enemies.

3)Pakrat them in.

4)Server mods can do that.

5)Sounds like it will be a nice map if done well.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
I played this on a server in CSS, it was a lot of fun. But in TF2, I don't think it's that great of an idea. I would say putting the skins server side would be easier. Oh yeah, and that is way too big :3
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Comments on my opinion and soloutions have been said...

Personally I think syringe guns are more like paintball guns. The shots are, just like in paintball, looks like a paintball gun... Also it has more ammo than the smg, and if you used it than you wouldnt need to disable the other weapons.
 
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Daedryon

L3: Member
Dec 5, 2009
134
3
Comments on my opinion and soloutions have been said...

Personally I think syringe guns are more like paintball guns. The shots are, just like in paintball, looks like a paintball gun... Also it has more ammo than the smg, and if you used it than you wouldnt need to disable the other weapons.

Yeah but the SMG is auto fire, and they aren't needles for ammo.

Plus, Sniper would make a better hunter, either that or a camo scout with slowed down speed.

And yes, I'd have to disable other weapons.

I don't want a bunch of camo'd medics running around a field with their mediguns healing people or with their bonesaw.

Trust me, I believe, once I've perfected the map, added some detail, proper lighting...err...once i've actually started the map...all I have now is the ground....anywhoo, once it's done, and thoroughly playtested I think it'd be great.
 
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Aug 10, 2009
1,240
399
Dude everyone is just going to spawn and fire off their smgs everywhere, hoping to get a hit on someone else, killing them. I think this could be pretty confusing and any weapon modding itself would be a bitch, maybe even impossible to integrate. :/.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
Nah, I doubt it.

Once everyone gets a feel for the map, and the strategy, it could be potentially awesome.

Only weapon modding I'm gonna do is look for a clip modifying plugin on Alliedmods.net

Also, I've put off making this map until Christmas.

Reason is I'm getting an XBOX 360 arcade from my parents once I go home from college for the christmas break on Friday.

I had an XBXO 360 Pro but it RROD'd and MS wouldn't fix it because I previously opened the XBOX's case to clean dust out.

I have Greg Hastings Tournament Paintball MAX'd for the original XBOX (it's backwards compatible), so once I get the XBOX for xmas, I'm gonna load up Greg Hastings, load up an outdoors map, do a rough top-down sketch on paper of what the map looks like and then remake it in Hammer.

Trust me dudes, it'll be awesome. Then I can get rid of my idle maps.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Most of the stuff you said wouldnt be done easily.

I highly reccomend not doing the skin thing, or it replaces the skin in every map afterwards until the person restarts their tf2.

I reccomend using a source mod if you want to do this. It would be the world easier, and you could do everything you said.

And do you know what it would be like, having a fully automatic weapon where each bullet does one-hit kill? Honestly? Chaos.
At least make the gun single fire
 

Daedryon

L3: Member
Dec 5, 2009
134
3
Most of the stuff you said wouldnt be done easily.

I highly reccomend not doing the skin thing, or it replaces the skin in every map afterwards until the person restarts their tf2.

I reccomend using a source mod if you want to do this. It would be the world easier, and you could do everything you said.

And do you know what it would be like, having a fully automatic weapon where each bullet does one-hit kill? Honestly? Chaos.
At least make the gun single fire

Hmmm.....1 shot gun....maybe the uh....frig.

What's a good single fire weapon that could be used like a paintball gun?

Maybe the Engineers pistol?

Or what if I could tweak the Snipers SMG using a plugin to only fire 1 shot at a time?



Actually, as well, some of the things are easy.

Not respawning after you die = Arena gamemode. However I'd need to make it so that once everyone's dead, the round isn't over.

Snipers SMG can (hopefully) be tweaked by a plugin to fire 1 shot at a time without having to reload at all, simulating how you fire an actual paintball gun.

As for making the map, that's the easy part. Load up Greg Hastings Tournament Paintball on my XBOX 360, use a skycam cheat thing to get into the air and sketch a top-down blueprint of one of the levels, then turn that into a map on Hammer.
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
When I mean single fire, I mean sniper rifle. Imagine if the sniper rifle had a large clip, fird a bullet a few times a second and headshotted anywhere on the body.
Thats basically what you're saying.

The no respawing after you die and not having the round end? Can be done easily with a plugin. I dont even think you can modify weapons, actually, I know you can't modify weapons, firerate, damage or anything, through the map. This isn't the halo days.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
When I mean single fire, I mean sniper rifle. Imagine if the sniper rifle had a large clip, fird a bullet a few times a second and headshotted anywhere on the body.
Thats basically what you're saying.

The no respawing after you die and not having the round end? Can be done easily with a plugin. I dont even think you can modify weapons, actually, I know you can't modify weapons, firerate, damage or anything, through the map. This isn't the halo days.

Yeah but I'd have to somehow disable the scope.

Pain in the ass. I doubt that can even be done.

I'd really just prefer using the SMG, and trying to tweak it somehow.

If all that falls through, I'll just restrict classes to Scout, attempt to remove the ability to jump (how often do you jump in paintball anyway, eh?), and restrict the weapons to his Pistol.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
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Freyja

aa
Jul 31, 2009
2,994
5,813
You cant tweak the weapon unless you do it server side, and then you can just disable the scope at the same time.

Im sorry, but I dont see how this will be at all fun with a 1 hit kill SMG, or anything over the rate of fire of the sniper
 

Daedryon

L3: Member
Dec 5, 2009
134
3
You cant tweak the weapon unless you do it server side, and then you can just disable the scope at the same time.

Im sorry, but I dont see how this will be at all fun with a 1 hit kill SMG, or anything over the rate of fire of the sniper

See, you don't know how it's fun because, and I'm only guessing at this point, you've never gone paintballing.


Allowing on sniper: simple class limits
Allowing on smg: more difficult, send a Kill input to the sniper weapons mentioned here: http://forums.tf2maps.net/showthread.php?t=1805 (too lazy to copy paste)
One hit kill smg with a clip size of 1, can be done server side

replace the file tf/scripts/tf_weapon_smg.ctx (if there is no such file, just place it there)
my version : http://forums.tf2maps.net/downloads.php?do=file&id=2965
it does 450 damage per bullet and only has a clip size of 1

Thanks :D I'll check into this.