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Diva a9

Diva Dan

hello!
aa
Mar 20, 2016
1,025
1,953
Thank you all very much for testing my map and giving me lots of feedback. I know this says something about how shitty my maps are, but it was my best one yet! This map was absolute logic HELL, and overcoming it felt very rewarding, even if people might not find the map fun.

None of you probably knew this other than a select few like Killo or Egan, but this map started off as a mario kart race. I thought the layout was incredibly boring and the logic was insufferable to work with (after 10 hours I couldn't a team to have 1 point added to their frigging score). I decided to make an arena because the logic was easier. In a way it was harder! And my overcoming of these issues are going to be highlighted here.

46UJ7ha.jpg


Here are some responses to the feedback I received in newest to oldest.

Add back the ramps, it made it harder to fall off - and that is intentional! People said it's too easy to live.

put some ramps in the middle when the water rises
- I tried doing this, and had them became enabled when the water begins to rise, but alas the bumperkart physics are screwed to a point where ramps just do not work. I tried to find a nice middle ground and add a PASS time fan to the center of the map to launch you up, but felt it would take too much time for something made redundant by the spells available.

maybe more events to make it interesting? - This is when I added the bombs. Bombs start dropping around 30 seconds after the water rises, I think. They are random and easily the most difficult logic I've ever worked with. I have a spinning brush down the center of my map with an env_maker parented to it. The env maker creates a point_template at a timed interval while it's parent spins. The point template creates a bomb_generic, a sound, a teleport trigger brush, and a logic_relay. I used Yrzzy's very helpful post about Rapture behind the scenes as a guide. I had to have a trigger brush because players had to be teleported to the kill zone insetad of actually die. I didn't want ghosts to respawn.

Why? because it created an unbearable stalemate in A1. I might add it back to the future now that there are events and a stalemate after 3 minutes. Here is an image of the bomb logic.

EtPWjYN.png


possibly add clip brushes to ramps to make them function like half pipes - tried it, didn't work.

shrink the bumper car arena imo, much more fun knocking ppl off then - Ultimately because of the nature of displacements, the effort that would have to be put into resizing and iterating the size of the arena would be very unappealing to conquer.

i feel strongly that you need to do SOMETHING to make rounds shorter because it is really boring to hang around in ths sky - This is what made me create the rising water. One minute in, insta-kill water will rise.

sometimes you stay alive in the skybox preventing the game from ending - This issue was stupidly difficult to tackle and was the worst part of the map for a VERY long time. I couldn't implement arena logic because it breaks the hud, I couldnt just slay people over and over, and people joining mid round were a huge problem. Here was my solution.

  • Once everyone is teleported out of the loading room, enable a trigger_teleport that would teleport spectating players to a plane where they can't be hurt
This was very stupid and generated a team deathmatch above the bumper karts and players would keep respawning, preventing anyone from winning.
  • Don't teleport them, keep them in the loading room
  • Once everyone is eliminated, kill everyone in the loading room
The issue with this is that this means the winner of the bumper kart game will have to kill themselves, meaning no one ever wins and it's always a lame stalemate where everyone loses. This was a logical overlooking. I couldnt find a way to sense if there was n-1 players in a trigger, so this was my final solution
  • Once everyone teleports to the game, enable a trigger_hurt in the loading screen
  • Set the respawn wave time to 99999
Simple solution that doesn't require arena logic. It's just unappealing to look at as a spectator.

it feels too safe in the level to just drive in circles - I had no idea how to fix this. I tried to add speed pads to make it more interesting and make the arena less safe and more interesting. rising water also sort of fixed this (maybe not)

horseman aint moving, add a navmesh for HHH, etc - Originally my idea for a way to make rounds end quicker was to have HHH. I spent HOURS trying to work around nav_generate not working and getting the logic to work at all. I started building my own navmesh before I realized how useless it was. I left a static HHH in there just for people to dick with

Just a suggestion, maybe trying adding a cap point, that works the same was as arena -
That is very interesting and I may implement it in the future or in a different map. IT would definitely be interesting! But i figured it wouldn't be fun to fight around because of constant contesting and people missing their RMB attack and flying off the edge too often.

Again, thank you all for the feedback. Here is a final screenshot of all of my logic. Yes, I made ALL OF IT during the 72 hours! Very stressful folks, believe me.

GkFVFY7.png

86epXko.png


There is so much happening between the I/O that i dont even want to look at it anymore lol. I hope you enjoyed my responses to feedback.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,025
1,953
Okay this looks pretty cool. I'm going to see about getting this tested on my home server.

My map has been refused to be tested on the website's servers because apparently it causes a bug on the next map that's played. You can determine it it's a big deal or not but in the next map the shooting animation will be doubled. Sometimes it persists to another map, sorta like fullbright- still don't know how to fix it. The issue stems from being in a bumper kart when the map changes, which I can't prevent if it gets RTV'd mid round