Underwater CP?

Discussion in 'Mapping Questions & Discussion' started by The Asylum, Aug 5, 2008.

  1. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    So imagine there's a CP, only underwater. Whereas on dry land a CP's cap area would be marked with just a 2D hazard strip square on the floor, the underwater cp would be marked with the hazard strip and a "cube" of posts, like so:

    [​IMG]

    Thoughts? Besides "LOL GIMMICK MAP"?
     
  2. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    like this!!

    [​IMG]

    up and under to get to the capture point?
     
  3. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    No it's like, the whole thing is uderwater. The posts (Thick black lines in the MSPaint drawing) are just there to define the cap area
     
  4. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    actually sounds pretty cool if done right. you just have to remember that pyros would be completely useless in this area, so maybe around it you could have many good spots for pyros (out of the water)

    it would make for some cool battles, because every now and then you would have to go above water to get a breath.

    you would have to make the cap time less than the time you can stay underwater, remember
     
  5. ryguy1101

    ryguy1101 L1: Registered

    Messages:
    29
    Positive Ratings:
    2
    maybe use a water tunnel to a dry room that has the cp.
    have it be the only way to this certain cp but the room is dry
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,557
    i can see a lot of people moaning if this isn't done effectively, a lot of trial and error to make a suitable fun gameplay. But there's no real reason against this i don't think. Not a pyro haven but then, who cares about the pyro? :lol:
     
  7. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    you can be more creative then just using a square cage to mark the capture zone. Trying doing something cool like putting the cap in an underwater cove surrounded by displacement and anywhere in that area you can capture, the displacement walls wold be the boudries.

    Or you could do something to the water so it stands out. Try adding a bubble brush so the water just in the cap area has a ton of bubbles.

    Or.......I'm not entirely sure this would work but the theory is sound. You could do a smokestack underwater and change the color to something way different and the water would be cloudy where the capture zone is. You could make it red so it looked like bloody water.

    Or.......you could add a glow entity and set the diamter to that of the capture zone. That area would then glow.
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,557
    That sounds really cheesy. Posts are fine, imo. It doesn't need to be more otherwise you're over doing it (and probably destroying frame rates). Though maybe some small red sprites at the top of the poles like the markers ontop of sky scrapers would look nice.

    Being creative doesn't mean putting as much in as you possibly can. There's genious in minimalism too, a lot of good maps merely subtly hint towards "things" and your imagination fills in the rest.
     
  9. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    too bad there isn't such thing as a "heal" brush. You could put that in the capture zone so that as long as you were in the heal brush underwater, you would not run out of air and die, but if you left that area, you would run out of air. Kinda of like creating a big air pocket under water....... :)
     
  10. FleshGolem

    FleshGolem L1: Registered

    Messages:
    25
    Positive Ratings:
    4
    Smoke flares on the corners of the capture zone would look pretty sweet, imo.
     
  11. bobby1211

    bobby1211 L2: Junior Member

    Messages:
    64
    Positive Ratings:
    11
    This is possible, you would have to create a dispenser underwater. Similar to the bomb in Goldrush. The dispenser can be any model.

    You would utilize dispenser_touch_trigger and mapobj_cart_dispenser.

    More info Here under " Building the payload"

    -Bobby
     
  12. Earl

    Earl L6: Sharp Member

    Messages:
    284
    Positive Ratings:
    37
    Can't you use a trigger_hurt with a negative value?
     
  13. doctor killing

    doctor killing L1: Registered

    Messages:
    21
    Positive Ratings:
    0
    maybe theres a way to change the timmer of how long player is underwater before they start getting hurt