[WIP]cpl_snaketemple

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Latest instance of the alpha build done

-removed dispensers
-nobuild in the underwater zones
-slight modifications of some spots, mostly for linesight tweaking
-added text to display when a cart is blocked or moving at maximum speed (hope this will prevent people from flocking too much). (btw it helped me too pave the way for further modifications)
-hopefully removed bugs concerning cart logic.

-brush and texture work to design a new cart

 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'll consider this. Anyway, since people want a better model, I'm sticking with default bomb one, and use cristal for checkpoints.

The über speed logic is nearly done, I'm currently working on the FX
 

Shadow Scythe

L2: Junior Member
Aug 8, 2008
51
0
From what I can tell from that top view on page 8, this map is varied in theme considerably. Nice job on that part.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Mega speed (formerly über speed) is done !



Complete with
->audio alarm (3..2...1... siren)
->lightning bolt, sparks, and so on
->killing zone (you're marked as killet by a train, if you don't move ;) )
->tremendous speed :)
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
cant wait to see it on a gameday, Mega Speed sounds really interesting.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
okay, so the first live test resulted with the cart being stopped at zéro speed due to an unfortunate event :glare:

The entity system has its flaws obviously... I have something like 12 timers, capture and blocking zones, counters enabling/disabling each other. Moreother, with both instant and delayed events, it's quite impossible to avoid all conflicting cases.

I'll try to make a hotfix today, based on brute force (speed is forced repeatidly thoughout all the mega speed duration).

This put aside, first observations :
So far, with a mega speed gauge filling in 100s it was very difficult to have it triggered within a round. I'll make a try with a 50s timer.
Blocking a cart only need one person, disguised or undisguised, invulnerable or not. This is because I don't use the capture area "blocked " event, since it lacks a OnCaptureBlockedEnd event, unfortunately. Granted, this allows for nasty tricks with spies and übers.
Now a "MAX SPEED" message is displayed when a team has four people pushing a cart. Hopefully, it will help people dispatch their forces appropriately.
I still have a bug with the cp display on the HUD not always showing the number of people pushing. It may be because of frequent enabling/disabling. I'm considering using text display to provide this information ^^

This is quite a nasty scripting there, I find it fun to do against the hammer's limitations.

Do you guys would want a gameplay build before adding the final visuals ?
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
This is a brilliant idea, and as far as I can see, it's brilliantly executed too!
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
The lightning would look better coming from the back of the wheels than from mid-air.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
In fact the lightning originates from the chimney, but the effect remains still during hald a second, while the cart keeps moving. Maybe I should "cheat" and have it a bit in front.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
hoooo the big bad cristal is healing me !



I decided to set dispensers entities in the middle of the map ; oddly enough, this baby don't replenish ammo, but I don't care it fits the them perfectly

And have a look at my infamous entities room ^^



firing up

 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Oddly enough, it seems that each death caused by the cart stops it, and I can't understand why :)

Anyway, even a victory can end into a cart slaugther :p
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Bug fixed (a dumb copy paste) ^^

So for what I hope to be the last revision of the serie, I've refined the %age for the mega speed (condensed them and added units)




added some random tips to be displayed during setup



and all speed values are displayed as well, in case the basic capture zone doesn't show it

 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
There are some glitches in the latest display but the mega speed works fine.

So... err, if you want you can try the current alpha build. I included a readme file with exaustive rules and issues list. (and if you wonder about the name, we have many many gameplay tests at canarpc :) )

I hope to work on the beta stage soon ^^
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
To simplify the mega speed mecanic and display, the following changes will occur

->displaying only "xx%"' in order to shorten and clean up the gauge display
->the "BLOCKED" display channel wil be used instead to show a "charging mega speed" to the other team, when the charge is really active (that is when only one cart is blocked)
->in order to help differentiate teams, once a mega speed is triggered, I think about lowering the other teams gauge by 20-30%. People asked me to set both scores to zero but I felt it too harsh for the team who failed to charge it first.

There should be another playable build by the end of the week.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Here it is snake temple a7_d

Displays are tweaked and a "charging" text is displayed when the über speed (formerly mega speed) is filling. I modified the cart textures (the "grey" ones) to have a slightly different look in uber mode, and added a flamethrower to the uber effect.

Gameplay wise, discharging the über removes 20 points to the other time gauge.

EDIT :

the new effects in action (flames + texture)

 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'm beginning to design a whole new texture set for snake temple. From now on, I plan to do things assymetricaly, enlarge the horizon and adding the definitive "feel" for the map


 
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