Discussion in 'Mapping Questions & Discussion' started by Richard.UK, Aug 17, 2009.
...short and sweet, no more to be said.
Hold up hold up.
Ok, NOW I understand.
One payload cart, both teams can push it, back and forth?
Ah hah ha! I think I finally understand what you want. Or at least something like it. And this mode DOES work, but I don't see how goldrush or hoodoo would work with it.
But I know one map that does.
Richard.. would the style of this map be what you are talking about?
[ame="http://forums.tf2maps.net/showthread.php?t=5933"]PL Waste (PL) - TF2Maps.net Forums[/ame]
I know it doesn't meet exactly what you want, but I fear what you are talking about is pretty much impossible.
I was not in the understanding that we were business men. Most of us are into mapping for fun, to do ideas we would not like realized. Their are few people who are interested in mapping only for money.
Maybe you can try explaining better? I don't think we're completely understanding you, or you're not completely understanding us.
And we mean you no disrespect.
Yes, and if you had read it you'd see the bottom line is this:
Unless TMP is right and you want a tug-of-war like in pl_waste.
I mean you no disrespect, but I cannot understand what you say to any extent.
Hey penguin, I didn't quite understand what he meant by that. I thought he meant that it was generic payload, not either renewable payload race or waste-style pl.
Both of those could work in theory.
EDIT: Ninja'd D:
EDIT 2: Might as well state it, not interested in mapping this anyways, I have too much work on my hands.
thank you for looking into this, You are almost exactly correct!
Although if you think about it, why did the developer of that map make it so that each team can push the cart? that goes a little too far from basic standard payload rules in my opinion. However, did you ever stop and think that defenders in standard payload are also attacker in their own right? the cart moves backwards doesnt it? ok yes very slowly (which is what got me thinking).
Principles are possibly the same as pl_waste_final, in that, the Attacking Team will receive 1 scorepoint for getting the cart from the very beginning to the very end. for the Defending team they will receive 1 scorepoint if they prevent the attacker from getting the cart to the very end in the timelimit given (i'm guessing that is how waste works).
The way I could see this working with any Payload Map (which is why I need specialist and professional assistance or a team) is to remove the other stages entirely. Leaving the 1st stage as 1 "Map", or stage 2 as a second "map" etc..because lets face it...the stages are their own maps in their own right!
I know it is hard to get your head around at first because i am kind of breaking away from the norm and putting ideas out there which are cunfusing to alot of people which is why I have not given up hope in the forum yet!
I would only be reluctant on the waste payload map because both teams can push the cart, effectively harming the whole standard defending attacking principle in normal payload, it would end up kind of attacking vs attacking which is what I would be scared of really..
But yet again another thanks, I will definitley be testing that map out regardless of my reluctancy,
back on subject though would any devleoper be able to "revamp" or remove certain stages from exisiting payload maps with me? do we think this is a possibility to make happen now?
I am not using this to take away the map developer rights or anything, I am "tweaking" the payload cencept, and possibly making each payload stage into their own "maps" for those map developers.
Well he mentions the following:
-Going back and forth, both Red and Blu teams.
-Being like CTF, and CP, and "not as messy".
I think he wants a PLR, Payload Race map. By messy, he means asymmetrical perhaps. And CTF is almost always symmetrical, whereas CP could go both ways. There are CP maps just as complex as Badwater/Goldrush for instance.
He wants a symmetrical Payload map that is even for both sides. This is what we have in PLR.
He wants to submit it for the contest I'm assuming, but doesn't realize the contest already is for PLR/CTF, and not the traditional PL maps?
That's all I've got. Goodluck.
I think he just wants the stages into their own maps and for blue to only get a single point for reaching the end and for red to get a single point for stopping them
No caps along the way to award points
Precisely what warchamp said, in its simplest form lol its taken me a while but I feel like I've had to cover everything and anything, it would have been so much easier via audio (wihch i'm technically more used to)
I don't realise there are any competitions and I though PLR was for two Payloads?
So here we go: do you want to MODify each stage of the 3 part payload maps, with tweaks to the existing payload concept and implementation, but also to use them as a grounds to prototype and test these ideas through practice?
If so, I would clearly list what the payload maps you want to use as reference have, and don't have that meets your goals. Then, make a list of the things you have to get creative with. This all has to be answered before you, ourselves, or anyone in general goes in and starts to make their level. It only solves more long-term problems, and modifying game modes is very possible - you may want to do this on your own once you articulate your ideas into more constructive catalogs and characteristics.
Hope this helps you think the ideas out.
Sorry, I misinterpreted your ideas a bit. And yes, PLR does have two Payloads. I was under the impression you wanted a parallel challenge for both red and blue teams.
Instead, you essentially seem to want to streamline and speed up the Payload map style so that rounds are shorter, the maps are shorter, and we spend more time in each of the smaller parts switching between Attacking/Defending more frequently, correct?
? this is the concept
WARCHAMP: I think he just wants the stages into their own maps and for blue to only get a single point for reaching the end and for red to get a single point for stopping them
blue get no caps along the way to award points only for the final checkpoint
EDIT: And also, The teams will not switch around, so You will not change to defender if you loose on the attack, or you will not change to attack if you win from defending. Like you would on ctf or cp, ok so maybe your both doing a bit of both, but still payload should work like that too.
So, basically he wants pl_waste sans the outer two points and taking place within the boundaries of arena_waste?
No, wait, he wants a Goldrush edit that replaces the standard Payload set up with the pl_waste set up, with only two points?
No, wait, he wants Goldrush to be split up into the three stages and the intermediate cap points removed?
Normal Payload Stage with no capture points along the way with the exception of the very last one
Blue gets a point for reaching that point, red gets a point if they don't
Uhhh, could be wrong but I think it is:
The cart starts at "start", in which blu have to get it to finish, in order to gain 1 point.
Red have to try and block blu from getting it this far, and if they block blu for *10 minutes or so* then they get 1 point, and blu get nothing.
Is this true? Because if it is, it is just normal payload, without the checkpoints.
OK well, you wont switch team if you lose as the attacker, or win as the defender.
BUT!, you will get chance to switch teams if the next "MAP", is the "Stage2" of Goldrush, you could choose a different team!
We will not do this card for you, since we find here that there is already a card of which you zoekt useful cargo tussling games, and you it zoeken would have since we will not map for you, sadly
I can do engrish me
It is not because Payload Calculates all the stages as 1 round!!!!! How silly I know!!!!
Effectively it is this:
do you see why I am wanting to separate the stages into maps now!
More to get an understanding now, would this be ultimately possible to develop is more my concern now based on these ideas and concepts which are clearer?
Yes. You could probably do it in half an hour.
From my perspective, it basically boils down to deleting the other two stages, deleting the intermediate points, and fiddling with some of the entities.
Separate names with a comma.