Wanting some opinions

Discussion in 'Mapping Questions & Discussion' started by matou, Nov 2, 2010.

  1. matou

    matou L2: Junior Member

    Messages:
    86
    Positive Ratings:
    10
    So i'm wanting to make a game mode which (at this point) involves : BLU team attacking RED teams key structures (Power Generator etc) which will then cause a new path for BLU to proceed into REDs base where they meet another structure (2-3 structures in total) until they'd reach to main base and claim it as their own.


    TL;DR:

    BLU

    BLU destroys REDs key structures
    On Destroy:
    - Added time to timer
    - Allow access to next structure
    - perhaps increase RED spawn time.


    RED

    RED defends key structures


    So far seems RED should have a 2ndary (non-essential) objective to help stop BLU teams attack as defending would probably get old pretty fast.


    Current Ideas:
    - Be able to repair structures (if possible at all)


    Whether or not this idea is "good" i plan on doing it and i'm simply looking for feedback or even your ideas on how this should be changed or things i could add to game mode.
     
    Last edited: Nov 2, 2010
  2. bob+M|M+

    bob+M|M+ L6: Sharp Member

    Messages:
    348
    Positive Ratings:
    185
    so basically, you want to make an A/D capture point map with destructible structures instead of capture points.

    Could be interesting and fun... but I think capture point will always be better because you don't have to focus your attention directly on the territory when fighting the other team.

    Also you would have to figure out a way for pyros to attack the structures with flame, which I don't think is possible.
     
  3. matou

    matou L2: Junior Member

    Messages:
    86
    Positive Ratings:
    10
    Ya the pyro thing is gonna be hard to figure out, they do have a shotgun and axe though :/
     
  4. Zimius

    Zimius L1: Registered

    Messages:
    10
    Positive Ratings:
    0
    Just say you dont want pyro's to be able to attack the structures because of them being "overpowered" or something ;)

    But for the gametype, i like it, but how are you gonna make clear which objects you must destroy?
    A glowing around it? Or a text showing up?
     
  5. matou

    matou L2: Junior Member

    Messages:
    86
    Positive Ratings:
    10
    Chances are a glow or they would be Terribly obvious (fortifications around it and such) if i can figure out how to do those floating healthbars i've seen done in a map before i'll try and do that instead.
     
  6. Draco18s

    Draco18s L9: Fashionable Member

    Messages:
    622
    Positive Ratings:
    136
    Reminds me that I had an idea for a map that is 90% destructible structures (spawn rooms and some buildings would have to be destruction-immune). Although I had a few issues:

    1) The "rebuild this section" object (breakable post that spawned the breakable wall) cannot be filtered to only take damage from melee. This leads to soldiers and snipers rebuilding at range. Yesterday I think I figured out a "fix" by having an invisible door over the post that would retract if the player was in melee range of the post.
    2) Sections that could only be built if a prior section was built was buggy. I had one (a tower, built one floor at a time) that when the bottom section was destroyed it didn't reliably collapse the whole tower. I had another (a stairway to the top of a wall, buildable if the wall was built) that for some inexplicable reason would continuously spawn (roughly once every few seconds the force-spawn event would fire, creating another copy). Additionally, if the wall that allowed the tower to be built was destroyed and rebuilt the "build the tower" post was again visible (allowing for duplication of a buildable segment).
    3) Due to force-spawns, the buildable walls could appear on top of players preventing movement.
    4) Stickies couldn't stick. Also medic needles, pyro fire, huntsman arrows all could not damage them.
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,982
    Yeah. sounds like it would be very hard to do smoothly.
     
  9. matou

    matou L2: Junior Member

    Messages:
    86
    Positive Ratings:
    10
    Smooth or not i plan on trying it out just to fiddle with hammer other then making the same old CP,KOTH,CTF and PL.

    So far i've managed to make props explode "pretty-like" so now i just need to set it to open doors (not difficult) and i'll get cracking on the layout
     
  10. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
    No matter how many warnings, signs, instructions and etc you place in plain view of the player, only 10% will ever understand what to do.

    You know that, right?

    People are incredibly stupid.

    I was shocked to find five people the other night didn't know what the HHH was.

    Good luck, but I do think this goes against the design principles of TF2 in some way that I am too tired to elaborate on.
     
  11. REEJ

    REEJ L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    167
    reduce blu respawn time instead, nobody likes to sit in longer and longer
     
  12. Draco18s

    Draco18s L9: Fashionable Member

    Messages:
    622
    Positive Ratings:
    136
    And I found one who thought that 3DNJ's map was "what Valve did."
     
  13. matou

    matou L2: Junior Member

    Messages:
    86
    Positive Ratings:
    10
    @ Yyler, honestly the map probably won't see a gameday (not here anyways) it's mainly just gonna be used as an excuse for me to get some "portfolio material" after it's been detailed i'm just wanting to do something fun that i can bring to the LANs my class throws every once and a while.

    So i'm not super worried about people not getting my map's objective especially after having my girlfriend play L4D2 (she's always completely lost and i always thought the way to go in l4d2 made perfect sense to everyone)

    @ REEJ, thanks sounds even better :) i'll do that instead.
     
  14. Snoodleking

    Snoodleking L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    I think it's a great idea personally. Kinda reminds me of Tribes 2 (the invade/defend maps that were my favorite). So I think you should definitely do it. Though it would be kinda fun to see if you could have both teams destroying each others stuff at the same time!

    I'd be interested in playing this if you ever got a testable version! :D