PL Lurence

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
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My contest entry for the 7th Major Contest "Dynamic" Payload.

Just making the thread right now to reserve my name and share my idea. I don't really have anything worth showing at the moment past a few detailing idea's, I seem to be stuck on my blocking. It's slow going but I'll get there!

Also as a fun note this is my 500th post. Also I hit 1337 hours in the source SDK

Dynamic Element
My idea's to have a normal ol' pl_ map with turntables and such, but at some points the cart will reach a fork in the tracks where it'll decide which direction to go. For example, for the first few tracks it'll be a straight path, but suddenly the tracks splits off into a tunnel and a cliff. The cart, when it reaches this fork, will randomly decide which way to go. At the end of the tunnel and the cliff the cart tracks will reunite into a capture point. One path won't stray too far from the other path and I think balancing shouldn't be to hard in terms of travel time. It's all a matter of using relatively the same amount of pieces.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
LqhFh.png


I realize one path is longer, but it's not going to be very hard for blue to push to the first CP anyway. Besides I have two routes for a reason, I want one to be inherently harder. Not impossible, but a bit more of a push. The way I have RED setup is going to be make it really hard to defend anyway for CP1. Unless anyone has a different theory?

If the gameplay proves me wrong I'll go back to the theory crafting. So what does everyone think of that?
 

tyler

aa
Sep 11, 2013
5,102
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I can't remember what the problem is with branching paths: different number of path_tracks or literal HU length. Either way, it will really mess up the HUD going one direction, fyi. Kind of in a game breaking way.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
I can't remember what the problem is with branching paths: different number of path_tracks or literal HU length. Either way, it will really mess up the HUD going one direction, fyi. Kind of in a game breaking way.

I've got a few idea's for work arounds, if I can't get it to work I have a few backup idea's. Thanks for the warning, I didn't consider the hud.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
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I can't remember what the problem is with branching paths: different number of path_tracks or literal HU length. Either way, it will really mess up the HUD going one direction, fyi. Kind of in a game breaking way.

i think it'll just push the cart back on hud a little bit if the longer path is the alternate branch/forward if its the shorter one.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684

tyler

aa
Sep 11, 2013
5,102
4,621
As far as I know (Booj correct me), the HUD is created on compile, not map start. So while the situation in the video is different, one of your routes will always have the same issue.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
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Each track needs to have the same amount of path_tracks.

^^^ This may work, but hammer may also account for the distance the paths are from each other. I don't know for sure, but I would give this a try.