Several spawn-related ideas

Discussion in 'Mapping Questions & Discussion' started by Shadow Scythe, Aug 17, 2008.

  1. Shadow Scythe

    Shadow Scythe L2: Junior Member

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    Here's a couple spawn-related ideas I came up with for maps. I'd like to see them implemented somewhere, I don't think I can do them all on my own. :unsure:

    -Spawn rising from the ground. For an A/D control point map, the offensive team's spawn is sort of buried underground. When setup time ends, it rises up out of the ground like magic!

    -Spawn-grounded. Imagine a payload map where the offensive team's role goes down normally, but defense cannot get out of their spawn. Instead, their spawn building extends the entire map. They have several places where they can point their guns out the windows, raised up above the ground and others nearer the ground. Also, buttons scattered around the spawn would activate traps and whatnot. Like moving floors, trapdoors, stuff that changes the map's layout a bit... this could work for a A/D CTF thing too.

    -Orderless CP's. There's not any particular order you'll need to capture the enemy's control points in. They're not in a line or order or anything, just scattered about a map. Each is associated with a spawn; capture the control point, your team can use the spawn. Not sure if this is possible with TF2's limitations.

    Thoughts?
     
  2. MrAlBobo

    MrAlBobo L13: Stunning Member

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    1) Very simple, just make the entire spawn room into an door and set it to stay open (probably have to tweak some things to make the regular doors work though)
    2) Does not sound like alot of fun, limits most close range classes and the fact that its a spawn room prevents engies from building
    3) The random control points is doable, but im fairly sure setting an associated spawn makes it so only that spawn is available...But instead of associated spawns I suppose you could just enable and disable spawns on capture of points...But that might allow the other team to gain access to your spawn just by being there before the control change.
     
  3. Altaco

    Altaco L7: Fancy Member

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    #3 sounds like Domination.
     
  4. Shadow Scythe

    Shadow Scythe L2: Junior Member

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    1) Or I could just have no doors on the spawn-ish area. Like Goldrush. Well, I guess there's that one door, but it's not entirely necessary. I'm actually not... really... that good with Hammer. I wouldn't know how to tweak the doors like you said.

    2) Well, I guess I could have it so a building extends around the whole level and only part of it is the spawn to fix the engineer problems. But I see your point. It was just an idea.

    3) Okay, so we have it so each team has one home control point and all the others aren't associated with a team necessarily. And the rooms wouldn't necessarily be spawn rooms, but rather resupply rooms that only the owning team can use. Like, you wouldn't spawn in them. I dunno, it could work.
     
  5. The Asylum

    aa The Asylum

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    You could probably accomplish this by making a track_train starting underground and ending above ground using two path_track(s), and parenting the func_respawnroom, info_teamspawn(s), and all the associated brushes/props to the train, sending it a StartForward output OnSetupFinished

    Comes back to one of my pipedreams where Blu started off in the back of a U-Haul like truck, being driven to the "map" and having the truck park once the Setup finishes.
     
  6. joshman

    joshman L5: Dapper Member

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    #2 sounds like a PL ideas i was toying around with.

    Details at 11.
     
  7. Laz

    Laz L7: Fancy Member

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    for the rising spawnarea, great idea, you've given me inspiration for a new project I am working on.

    you can just make the floor into a func_door, and make all others func_brushes, and parent those to the door(floor) also parent all your entities and stuff to that door. that should take care of it.

    be carefull though, with moving platforms, get some func_nobuilds in there, so they cant build on top of it before it rises.
     
  8. MrAlBobo

    MrAlBobo L13: Stunning Member

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    or it would be fun to have a trigger_hurt that kills anyone thats there
     
  9. Shadow Scythe

    Shadow Scythe L2: Junior Member

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    So like the spawn rises really quickly out of the ground and kills anything that it hits? That'd actually be awesome. Approve!