Underwater CP?

T

The Asylum

So imagine there's a CP, only underwater. Whereas on dry land a CP's cap area would be marked with just a 2D hazard strip square on the floor, the underwater cp would be marked with the hazard strip and a "cube" of posts, like so:

underwatercpam6.jpg


Thoughts? Besides "LOL GIMMICK MAP"?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
like this!!

ha.jpg


up and under to get to the capture point?
 
T

The Asylum

No it's like, the whole thing is uderwater. The posts (Thick black lines in the MSPaint drawing) are just there to define the cap area
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
actually sounds pretty cool if done right. you just have to remember that pyros would be completely useless in this area, so maybe around it you could have many good spots for pyros (out of the water)

it would make for some cool battles, because every now and then you would have to go above water to get a breath.

you would have to make the cap time less than the time you can stay underwater, remember
 

ryguy1101

L1: Registered
Jul 20, 2008
29
2
maybe use a water tunnel to a dry room that has the cp.
have it be the only way to this certain cp but the room is dry
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
i can see a lot of people moaning if this isn't done effectively, a lot of trial and error to make a suitable fun gameplay. But there's no real reason against this i don't think. Not a pyro haven but then, who cares about the pyro? :lol:
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
you can be more creative then just using a square cage to mark the capture zone. Trying doing something cool like putting the cap in an underwater cove surrounded by displacement and anywhere in that area you can capture, the displacement walls wold be the boudries.

Or you could do something to the water so it stands out. Try adding a bubble brush so the water just in the cap area has a ton of bubbles.

Or.......I'm not entirely sure this would work but the theory is sound. You could do a smokestack underwater and change the color to something way different and the water would be cloudy where the capture zone is. You could make it red so it looked like bloody water.

Or.......you could add a glow entity and set the diamter to that of the capture zone. That area would then glow.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
you can be more creative then just using a square cage to mark the capture zone. Trying doing something cool like putting the cap in an underwater cove surrounded by displacement and anywhere in that area you can capture, the displacement walls wold be the boudries.

Or you could do something to the water so it stands out. Try adding a bubble brush so the water just in the cap area has a ton of bubbles.

Or.......I'm not entirely sure this would work but the theory is sound. You could do a smokestack underwater and change the color to something way different and the water would be cloudy where the capture zone is. You could make it red so it looked like bloody water.

Or.......you could add a glow entity and set the diamter to that of the capture zone. That area would then glow.

That sounds really cheesy. Posts are fine, imo. It doesn't need to be more otherwise you're over doing it (and probably destroying frame rates). Though maybe some small red sprites at the top of the poles like the markers ontop of sky scrapers would look nice.

Being creative doesn't mean putting as much in as you possibly can. There's genious in minimalism too, a lot of good maps merely subtly hint towards "things" and your imagination fills in the rest.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
too bad there isn't such thing as a "heal" brush. You could put that in the capture zone so that as long as you were in the heal brush underwater, you would not run out of air and die, but if you left that area, you would run out of air. Kinda of like creating a big air pocket under water....... :)
 

bobby1211

L2: Junior Member
Jun 28, 2008
64
11
too bad there isn't such thing as a "heal" brush. You could put that in the capture zone so that as long as you were in the heal brush underwater, you would not run out of air and die, but if you left that area, you would run out of air. Kinda of like creating a big air pocket under water....... :)

This is possible, you would have to create a dispenser underwater. Similar to the bomb in Goldrush. The dispenser can be any model.

You would utilize dispenser_touch_trigger and mapobj_cart_dispenser.

More info Here under " Building the payload"

-Bobby