PL Lurence

Discussion in 'Map Factory' started by Vincent, Jan 5, 2012.

  1. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

    Messages:
    914
    Positive Ratings:
    578
    My contest entry for the 7th Major Contest "Dynamic" Payload.

    Just making the thread right now to reserve my name and share my idea. I don't really have anything worth showing at the moment past a few detailing idea's, I seem to be stuck on my blocking. It's slow going but I'll get there!

    Also as a fun note this is my 500th post. Also I hit 1337 hours in the source SDK

    Dynamic Element
    My idea's to have a normal ol' pl_ map with turntables and such, but at some points the cart will reach a fork in the tracks where it'll decide which direction to go. For example, for the first few tracks it'll be a straight path, but suddenly the tracks splits off into a tunnel and a cliff. The cart, when it reaches this fork, will randomly decide which way to go. At the end of the tunnel and the cliff the cart tracks will reunite into a capture point. One path won't stray too far from the other path and I think balancing shouldn't be to hard in terms of travel time. It's all a matter of using relatively the same amount of pieces.
     
  2. Tekku

    aa Tekku

    Messages:
    683
    Positive Ratings:
    708
    By the end of the contest, when you will submit the map you will hit your 1000th post and 2674 hours in SDK.
     
    • Thanks Thanks x 2
  3. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

    Messages:
    914
    Positive Ratings:
    578
    [​IMG]

    I realize one path is longer, but it's not going to be very hard for blue to push to the first CP anyway. Besides I have two routes for a reason, I want one to be inherently harder. Not impossible, but a bit more of a push. The way I have RED setup is going to be make it really hard to defend anyway for CP1. Unless anyone has a different theory?

    If the gameplay proves me wrong I'll go back to the theory crafting. So what does everyone think of that?
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
    I can't remember what the problem is with branching paths: different number of path_tracks or literal HU length. Either way, it will really mess up the HUD going one direction, fyi. Kind of in a game breaking way.
     
    • Thanks Thanks x 1
  5. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

    Messages:
    914
    Positive Ratings:
    578
    I've got a few idea's for work arounds, if I can't get it to work I have a few backup idea's. Thanks for the warning, I didn't consider the hud.
     
  6. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,870
    Positive Ratings:
    1,130
    i think it'll just push the cart back on hud a little bit if the longer path is the alternate branch/forward if its the shorter one.
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
    Last edited by a moderator: Jan 9, 2012
  8. AngryAngus

    AngryAngus L3: Member

    Messages:
    101
    Positive Ratings:
    115
    Each track needs to have the same amount of path_tracks.
     
  9. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

    Messages:
    914
    Positive Ratings:
    578
    Hmm, the way he has it setup is you're able to choose the path. Maybe if I set it up so it's just random, it may fix it? I'll work on getting a proof of concept up pretty soon. If it doesn't work I'll just scrap it and work with the other idea's I have.
     
  10. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
    As far as I know (Booj correct me), the HUD is created on compile, not map start. So while the situation in the video is different, one of your routes will always have the same issue.
     
  11. Another Bad Pun

    Server Staff Another Bad Pun bap

    Messages:
    564
    Positive Ratings:
    1,115
    ^^^ This may work, but hammer may also account for the distance the paths are from each other. I don't know for sure, but I would give this a try.