Minefield

Whated

L2: Junior Member
Jul 23, 2010
89
26
Hello, Tf2Mappers.

Im new to hammer. Im design and making my first map, which is KOTH map. I make it like Egypt style. And I got an idea. Which would be good (maybe).
Ok, to the idea.
I would like to make a minefield, that kills players instantly when they step to the mine. So anyways, I know it would be easy to make whit trigger_hurt. But I want an explosion too. I dont know is it possible to make but I would be happy if you guys share your skills whit me.

Thanks.

P.S Sorry for my bad English, Im at 7th grade and English isnt my main language. And please dont judge me from my age...

P.S.S Would you please give me name for my map? ^^

-Whated
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Also, you're English is fine ^^ we dont care about age here, unless you're 90 and live on your own with cat plates
 

Whated

L2: Junior Member
Jul 23, 2010
89
26
Oh sad, My grandfather wanted to join the community....kidding :p ^^
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
While your idea is possible, it has one fundemental problem: communication
Players have no idea where the mines are in the minefield, and combine that with facing the other way and trying to fight someone makes a LOT of frustrated players. Players would complain if you had a random death pit in the play space, let alone an invisible one.
So if the minefield is in a place you shouldn't go, that's fine.
If it's in an area where players are fighting, that's bad for gameplay.
 

Jayden

L1: Registered
Jul 28, 2010
42
1
I wouldn't say it's fatal to gameplay, but something that would be carefully fine-tuned.

A minefield could be useful as a shortcut with great benefit (perhaps especially in CTF) where you have maybe a 50% chance of survival. It should never be mandatory to cross it. The area should be clearly marked by signs. If there was a narrow bridge/log/whathave you spanning it, this could create some interesting gamely possibilities. Risk/Reward etc. Most importantly, this should give both teams equal advantage/disadvantage
 

Whated

L2: Junior Member
Jul 23, 2010
89
26
It is used for place that players should not go, or maybe they should, because it is like 80% possiblity to get an medium health kit from there ^^. And ofcourse theres a warning sign which has an skullhead in it.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
It is used for place that players should not go, or maybe they should, because it is like 80% possiblity to get an medium health kit from there ^^. And ofcourse theres a warning sign which has an skullhead in it.

Keep it as a strictly out-of-bounds area. There isn't really any benefit to killing the player in a way that they have absolutely no control over. If you want a healthkit in a dangerous place, use pits or even timed or moving deathtraps. Always give the player as much influence on their survival as possible.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Keep it as a strictly out-of-bounds area. There isn't really any benefit to killing the player in a way that they have absolutely no control over. If you want a healthkit in a dangerous place, use pits or even timed or moving deathtraps. Always give the player as much influence on their survival as possible.

I think a minefield could work, provided that the mines are visible objects that the player can (attempt) to avoid. Just remember how player collision detection is done and leave room for error. A scout should be able to get through when running.

And don't forget that people can jump!
 

Oodily Doodily

L1: Registered
May 27, 2010
23
0
Keep it as a strictly out-of-bounds area. There isn't really any benefit to killing the player in a way that they have absolutely no control over. If you want a healthkit in a dangerous place, use pits or even timed or moving deathtraps. Always give the player as much influence on their survival as possible.

Thats probally the best way to do it. It would make the map feel more open, not enclosed by cliffs and fences. The main problem I see is to get an env_explosion particle to explode under the player, so it looks like they stepped on a mine.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
A minefield could be useful as a shortcut with great benefit (perhaps especially in CTF)

Oh lawdy, this is such an odd suggestion. What happens when someone dies on it whilst carrying the intel? Then someone would have to try and retrieve it and could well die trying. I think it would irritate many more people than it would make happy.

However, what Tapp said about out of bounds areas is an interesting proposition, one that I'd like to see tried.