Experimental Designs for New Payload Gameplay (aka - How to keep it fresh).

zpqrei

Theme Changer Extraordinaire
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Oct 19, 2008
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abs_test0005.jpg


me likey. :)

edit: eh, looks better in motion. here's the VMF if anyone wants to compile and peek at it in action. You'll need to ent_fire hover startforward to get it going.

Niiiice. Will have to download and have a look at that!
 

TehSeph

L1: Registered
Apr 20, 2009
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why not go back to the rail concept, and instead give the cart spherical wheels (as to enable turning, again) instead of a clamp?

ps: that lightrail is wicked cool.
 
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Vigilante212

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Dec 21, 2008
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Just remember "everything obeys the line", my fav book quote hehe. Props to anyone who know what books.
 

jpr

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Feb 1, 2009
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I don't think hovering carts would make that big of a difference, if the gameplay is still the same. I'm making a tc-pl map right now, which is... Well, a tc map with 2 carts. You have to take a certain route in a tc map anyway, so I thought a pl-tc map would work perfectly. I's still too WIP to show screens though, but I'll post some later..
 

zpqrei

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Oct 19, 2008
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I don't think hovering carts would make that big of a difference, if the gameplay is still the same. I'm making a tc-pl map right now, which is... Well, a tc map with 2 carts. You have to take a certain route in a tc map anyway, so I thought a pl-tc map would work perfectly. I's still too WIP to show screens though, but I'll post some later..

The problem was that no one knew where to go.
 

zpqrei

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Oct 19, 2008
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Hm? What do you mean?

I mean that with a hover cart, no one had the slightest-donkey's-uncle of where to go. Some were going in completely the wrong place. There was no sense of progress (apart from the HUD) and it seemed like I was limiting the players by having the cart bound to a course. That's just what my internal (friends, family) playtests taught me. Maybe it could work, but it'd need tweaking.
 

Rotab

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Apr 18, 2008
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I mean that with a hover cart, no one had the slightest-donkey's-uncle of where to go. Some were going in completely the wrong place. There was no sense of progress (apart from the HUD) and it seemed like I was limiting the players by having the cart bound to a course. That's just what my internal (friends, family) playtests taught me. Maybe it could work, but it'd need tweaking.

Yeah, and he said that hover carts wouldnt make "payload fresh".