Potential training mode project

Discussion in 'Mapping Questions & Discussion' started by Dr. Spud, Jun 12, 2010.

  1. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    So after reading that thread Icarus started, the first thing that came to mind was, "Cool, everyone wants to work on training mode to get it finished fast." The second thought was, "Oh god all the training maps will be completely inconsistent."

    So I thought up an idea that would make training mode really cool. I emailed Robin about it (because it's the hip thing to do nowadays):
    Is anyone else interested in making this happen? Assuming Robin doesn't respond saying it's terrible, we could make a whole project out of it, and have a few older members oversee it to get all 8 other classes up to the same level of quality. Then we send the pack to Valve, and profit! Plus the end result is a training mode that isn't like I said in the email, a patchwork.
     
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  2. Micnax

    aa Micnax I maek map

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    Seems Valve is a little lazy at fully completing things, why do you think they only did one training session for the Soldier?

    -snip- keep retarded mac vs. pc stuffs at SPUF
     
    Last edited by a moderator: Jun 12, 2010
  3. The Political Gamer

    aa The Political Gamer

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  4. Trotim

    aa Trotim

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    So basically, the weapon switching/hitting targets training is repeated for each class, but after that it checks which class you are and opens certain doors of the warehouse that lead to e.g. a dedicated rocketjumping room?
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Meh, if this was well organised, it doesn't sound like a bad idea. Unfortunately, training maps don't appeal to me at all, so I won't create any. I'd be more than happy to provide feedback to other authors' tr_ maps though.
     
  6. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    We could do that, or make the initial target training shorter if a class needs a special room. I guess it depends on what makes the most sense when we play.

    Also I'd imagine the training logic isn't smart enough to train all classes without a map switch, so we could have a different layout for the target training with different classes. The nice thing is switching to a map that uses all the same assets would be super-quick.
     
    Last edited: Jun 12, 2010
  7. The Political Gamer

    aa The Political Gamer

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    So it would be tr_walkway for noobs?
     
  8. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Pyro training is impossible cause stupid source can't detect flame damage on breakables.

    So you gotta use bots.
     
  9. HeaH

    HeaH L8: Fancy Shmancy Member

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    Admins should work their magic and get an official training campaign competition, now that Polycount has a modeling contest!
     
  10. Exist

    Exist L6: Sharp Member

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    I'd join in for little entity work and mapping :)
     
  11. Firest0rm

    Firest0rm L4: Comfortable Member

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    pyro training is possible, you just might not be able to tell if the pyro actually fires the flamethrower. You can detect when the player switches to a certain weapon in the training mode, so you could have it detect when you switch to flamethrower, then wait a second. It's pretty much impossible to miss with the flamethrower anyway, so new players would only need to know when to switch

    also, it may be possible to use witchcraft to detect pyro flame. If i understand source correctly, everything has to be an entity of some sort. That would mean that flame particles would be an entity, and you would be able to detect them with a trigger and a filter

    EDIT: i would love to help with this, if help is needed
     
    Last edited: Jun 12, 2010
  12. Owlruler

    Owlruler L12: Fabulous Member

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    Also, in a side note, never use commas in a training message. All the text after the comma is cut off.
     
  13. YM

    aa YM LVL100 YM

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    @penguin have you actually tried that recently?

    the new filters added can detect primary/secondary/melee fire so I wouldn't be so sure that you can't detect flame damage now without testing it out.
     
  14. Jakkarra

    Jakkarra L4: Comfortable Member

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    You could hack a bot so it has the Training target skin i guess, if that's possible.

    Also: This would be something fun to help with, i can see a couple problems with certain classes, though.
     
    Last edited: Jun 13, 2010
  15. StickZer0

    aa StickZer0 💙💙💃💙💙

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    I'd love to do something for the Spy training missions, this could be a really fun project imo
     
  16. Jakkarra

    Jakkarra L4: Comfortable Member

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    I bet the Spy would have a great deal of freedom for it's training.

    I'm also currently planning a set of training rooms for him :p.
     
  17. Lancey

    aa Lancey Currently On: ?????

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    I was going to make a training map for all classes that acted like a triathlon of racing, shooting, and other skills. Depending on the class you pick, areas will be blocked off, so for the soldier and demoman you'd have to rocket and sticky jump to advance. There's already particle effects for crossing a finish line that Valve hasn't used.
     
  18. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Here's what everyone working on training maps can do:

    Make your separate training area for a class. Keep it a reasonably small size (remember that soldier training isn't an exhaustive process that goes over every possible thing). And try and keep the theme close to the original tr_target (since it's supposed to be in the same facility). Once you make it, I can organize getting it plugged in to the hub warehouse. And I'll try and a person or two to review the maps with me and get them to an equal level of quality.

    Also, I thought about it some and I think these are the only classes that should have a new room:
    -Pyro
    -Scout
    -Medic
    -Engineer
    -Spy

    Demo, Heavy, and Sniper can all use modified versions of the main warehouse room.
     
    Last edited: Jun 13, 2010
  19. Lancey

    aa Lancey Currently On: ?????

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    Demoman would need a lot of changes though. He has indirect attacks, delayed attacks, and only projectile weapons. He can't really train in the same way as the other classes without a lot of changes. The scout, however, doesn't have much to be taught other than movement tactics, and Valve hasn't indicated interest in teaching those.
     
  20. Trotim

    aa Trotim

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    Demo needs a specific room just for sticky jumping already.