SD gremlin

Discussion in 'Map Factory' started by takabuschik, Aug 2, 2015.

  1. takabuschik

    aa takabuschik

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    A map that I started working on yesterday, and I guess I got on it almost 8 hours (neto) of work. I know for a fact that tommorow I'll have less. So we'll see how that'll turn out, won't we?
    Here are some pictures of Gremlins, which will be replaced by actual in-game pictures once I'll have some of those.
    [​IMG]
    [​IMG]
    That's a Gremlin with a rocket launcher. My map will look like that, but with both the rocket, and an australium.
     
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    Last edited: Aug 3, 2015
  2. takabuschik

    aa takabuschik

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    And here are some screenshot.

    [​IMG]
    [​IMG]

    Todo before a1:
    -clipping!!!!!!!!!
    -indoor lighting
    -fix a areaportal leak (known)
    -spawn areas (3 enterances, etc)
    -fix ugly displacement job on houses
    -Test?
     
  3. takabuschik

    aa takabuschik

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    [​IMG]
    3:30 am, I am completely lost in my own entity maze. I can't seem to keep track of what is "stage1_relay" , waht is the rocket rotating machinery and what is the opening machinery.
    The timers make no sense, I forgot what was the purpose of setting an alternate path for the lift, and I have no idea why I needed so many entities to do something so simple. Also, it looked kinda cool when I found up the the setup was broken, and the rocket lid opened and closed and rotated at the same time. It looked like those advertisements for ice-cream where the ice cream model rotates around itself, only the rocket lid was instead of the icecream.

    I guess it's time to go to sleep, eh?

    Tomorrow I'll understand what is wrong, and then make the spawnrooms, and it will be ready for a1

    ***reminder for me-- I didn't set the "the team is on the lift" relays to work properly w/ the filter triggers- set up the triggers to be enabled when the australium is in the area only- w/ the flag_detection_zone trigger***
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    The lightmaps or smoothing groups on the left gray building in that first screenshot are pretty messed up and really screwing with my sense of perspective. Also I don't know why you did that entity stuff.
     
  5. takabuschik

    aa takabuschik

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    The lightmaps are caused by the auto-smoothing groups made by displacements, I will fix that. The entity setup should work as soon as I compile (I hope). And as long as it works, I'm happy.

    The basic idea behind the logic is dividing the events once the lift reaches the top (last path track) into 3 parts- lid turns around (stage 1), lid opens (stage 2), and cap zone enables (stage 3).
    That worked just fine with no relays and 3-4 entities, but then I came to a problem- once the elevator went down (say the carrier was killed), the events were all messed up. I divided the events into 3 logic arrays, each with 2 logic_relays and 2 timers (apart from stage 3 which happens instantly, thus needs no timer)

    once the cart reaches the top, stage 1 start relay fires. it triggers the lid truning and the timer, which counts the time until the turninig finishes (5.4 sec) and then the timer fires stage 2, which works the same way but for the opening of the lid (4 sec). then stage 2 timer triggers the final stage relay, which enables the cap zone. If at any time, the elevator rolls back (and reaches a previous path track), it will trigger the stage 3-1 relays that would close the lid, rotate it backwards, etc. these relays, use the 2nd pair of timers.
     
  6. takabuschik

    aa takabuschik

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    And the alt. pathing is used to determine in what stage the rocket is, when it needs to disable it.
    Stage 2 relay enables the alt. pathing, so if the lift goes down, it should (I hope) go to path2, which if the lift reaches it, it will trigger stage 2-3 relays (rocket lid closing (4sec), disable cap zone (instantly)), and only after the rocket closes, the spinning would take place. (so after the 4sec timer reaches it's end).
    But if the lift passes thru path1, then only stage1 relay would fire, so it'll skip stages 2-3 relays (that didn't take place) and go directly to spinning the lid.


    BTW I looked on how doomsday does it and I didn't understand it that well, so I decided to make my own. Any way, I didn't like many of doomsday's lift mechanics.


    Just compiled it. It works almost flawlessly. It has only one minor problem, that I don't mind that much, and I can't think of a way to fix. (unless the timer can tell another entity how much time it still has left in it)
     
    Last edited: Aug 3, 2015
  7. takabuschik

    aa takabuschik

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    Todo:
    -fix opposite rotation of the rocket lid
    -enable announcer relays when on bottom path_track
    -HDR?
    -FIX SPAWN ON RED SIDE!!!
    -final compile!
     
  8. takabuschik

    aa takabuschik

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    A1 ready.

    I never gave a map a more fitting name. This map, like the famous AMC Gremlin seen in the pictures, gave it's owner much trouble with it's engine (or it's homemade logic, whatever...) and is well known for it's unreliability and unprofessional quality.

    Still, I believe it would be rather fun. I can't promise anything, as it wasn't playtested even once.

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