Gamemode type feasibiity

Resistance

L2: Junior Member
Mar 24, 2009
55
1
Before I go making this map I have in mind, I would like to know if this game scenario is feasible, here it is:

EDIT: Basically, I want a Arena setup except I want the "dead" players to be in a spectator room where they can see the action and be alive and not be in spectator view dead. I still want the last person standing in the main area, whichever team he is on, to be the winning team. Is it possible to set that up ?

Also, is it possible to make a brush entity not solid to brushes (or other entities), BUT solid to players, or at least able to kill them if a player touches it?
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Uhm... Why do you want to do this? It sounds like you want Arena, except the eliminated players are stuck in a room instead of having the freedom to spectate.
 
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Resistance

L2: Junior Member
Mar 24, 2009
55
1
What would make this meaningfully different from normal Arena mode?

In Arena mode don't you go spectator and not into a spectator room where you are alive?

I'm not going to be creating anything similiar at all to an Arena map, however, the basic structure of dealing with eliminating players is pretty close. Except that I want the specators to be alive in a separate area.


They will be stuck in a room, but still get to see all the action going on and would actually end up being better than in a spectator view with the map i want to make. (don't want to give any hints just yet as to what it is, as I think it'll be pretty fun map. It won't be a serious map, it'll be one of those fun unique maps). Just wanted to know if it was possible before I set about making the map?
 
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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
is possible. I saw a map doing it and it was fully functinnal.

not that hard to make at all...
you'd do this in the exact same way you'd do a foward spawn.

make some info_player_teamspawn for the playin area and some info_player_teamspawn for for the spectating area.
spawns in the spec area start disabled and those in gameplay area start enabled
once the round has started, you disable spawns in the gameplay area and enable those in spec area.

and BAM! you're pretty much done with the spawns

for the round to end now...
I guess you could cover the whole map with a trigger_multiple and use the OnEndTouchAll output with a team filter.

or make some kind of objective, have a capture point on both team and well... get the players to cap it once there's no one left


and terr: it actually can be pretty funny, the map I saw a while back had a floor trap in the spec rooms. and everytime a team would fail, the trap would open and drop everyone on a train track... and well you know the rest...
losing%20team.png


so yeah, it's technically is like arena, but you can toy with the player :3
 
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Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
spectators would be able to tell their teammates where the enemy is, though. If that is what you want then fine, but there's a reason its disabled in arena
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
and terr: it actually can be pretty funny, the map I saw a while back had a floor trap in the spec rooms. and everytime a team would fail, the trap would open and drop everyone on a train track... and well you know the rest...
losing%20team.png


so yeah, it's technically is like arena, but you can toy with the player :3

I think this is the map you're talking about.

http://www.fpsbanana.com/maps/42556

Surprisingly hilarious fun.
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
is possible. I saw a map doing it and it was fully functinnal.

not that hard to make at all...
you'd do this in the exact same way you'd do a foward spawn.

make some info_player_teamspawn for the playin area and some info_player_teamspawn for for the spectating area.
spawns in the spec area start disabled and those in gameplay area start enabled
once the round has started, you disable spawns in the gameplay area and enable those in spec area.

and BAM! you're pretty much done with the spawns

for the round to end now...
I guess you could cover the whole map with a trigger_multiple and use the OnEndTouchAll output with a team filter.

or make some kind of objective, have a capture point on both team and well... get the players to cap it once there's no one left

ah thank you that helps a lot!. So i would setup the trigger_multiple to be that when there is no more players of that team touching the trigger, then that team loses.