Bridges map - first release


(Fenris) #41

Yes, I have tried it a few times, unfortunately the number of players on the M8D Betamaps server tends to drop every time this map comes up, at least when I’ve been on, so there has not been the full number of players any time yet, but rather some 4v4 or 6v6, which are too few.

Just as has been pointed out by among others Cerebrate and Ifurita i think the map is excellent in design, really nice work put into all the small stairs and walkways you don’t notice at first time around but only on 4th or 5th or even later time round. But the map is simply too big. At least unless you are a fully stocked 10v10’ish server and still then I would not be too sure.

There is too much running, especially the spawning in the middle, having to go back to fetch truck, with half the team going the wrong way since they do not know the map (includes me too I should say…) and soon as you get killed you have to start running again. Ok there are a few spawnpoints but it does not seem like auto-changing these works when you take a flag, (or maybe I’ve just been unlucky every time and they’ve been retaken), but so far my opinion of the map is that it mostly consists of running for 5 minutes seeing noone, meeting some sniper uÃ¥ on some rooftop, bridge or whatever, getting killed, and starting to run again.

But like I said, the design is beautiful, imagine this combined with Transmitter and I’d consider playing nothing else :drink:


(Chruker) #42

The boathouse autospawn doesn’t work for axis when they capture it.


(mrfin) #43

Hey up all

I agree

Fenris is right - too much legging distance to objectives and not enough activity.
The map is too big etc.

Am working on it…theres loads to do…

beta - at the moment is at the other end of the map!

this was an alpha test map
I’m quite happy with the results. Thanks for the tests

I like the Transmitter map too.

The new spawns should be better

:drink:


(thegnat) #44


Thats true spirit!


(Sauron|EFG) #45

I don’t know if this is relevant after your changes, but the truck can’t be repaired from the left side (except at the front of the truck) when in the original place. It’s very annoying since that’s the best spot. :stuck_out_tongue:


(M8DNephelim) #46

Yeah the feedback we have had from our servers is that the map is too big with too much running.
It´s a beauty though which every1 agrees to and I personally enjoy playing it, but I must agree with the overall amount of players: too much running.

Looking forward to your beta. :slight_smile:


(mrfin) #47

too much running there is - am aiming to put in 2 more spawns along the route and tie in autospawning as the vehicles progress which should help this. I’m also incorporating a constructible/destructible road barrier at the house end of the road tunnel with the s bend

The trigger for fixing the truck will be better placed - in fact the truck now has a starting position under the boathouse section rail bridge - these objectives should help reduce the distance running factor and give focus to more ‘local’ easy to reach objectives.

beta is underway - will be a few weeks away yet though.

Thanks for the comments


(Shazam) #48


Some news ?


(mrfin) #49

Hi Shazam

the latest developments are in the list on the ‘progress’ page
url]ddtp.vispa.com/bridges/bridges.htm

  • beta is coming along - steady but surely…I’m not the fastest mapper around
    and mapping time as sadly limited at the moment…

was up until 4am last night installing a new spawning system - which doesn’t work - yet - o well, it damn well will though!

Cheers
:cool:


(Chruker) #50

mrfin is so busy he even forgot the correct link to his homepage: http://www.ddtp.vispa.com/bridges/bridges.htm

Anyway looking forward to seeing the new stuff. If you need any help feel free to ask :slight_smile:


(mrfin) #51

Ha!!

Cheers Chruker! - on both accounts
Will most likely run into more entity/scripting nightmares - I’ll be very surprised if I don’t

:cool:


(Ifurita) #52

Let us know if you need help. I put the objectives together for Remagen, which involved a progressively advancing spawn. Let me see if I have it uploaded somewhere


(mrfin) #53

Thanks Ifurita

progressive spawn changes is exactly what I’m trying to sort out

any pointers at all will be a great help


(Ifurita) #54

Can you lay out the progression of spawns and movement so that I have an idea of what you are trying to do? Is the logic, when truck gets to spline x, then setstate spawnpoint A invisible and setstate spawnpoint B default … blah blah blah?


(mrfin) #55

yes thats it…when truck gets to a spline point the spawns are switched. I’ve yet to find out more about setstates and am putting them into the vehicles run scripts at the selected splines.


(Ifurita) #56

OK, the prefab that I find today should show you how I turned spawn points on or off based on objectives being completed. Railgun has an example where axis spawn points change based on where hte tug is


(mrfin) #57

Thanks Ifurita

…sounds just the ticket!
Railgun - yep - I’ll take a look at the script -


(Ifurita) #58

Here you go. There is a .map, .bsp, and .script file. It’s a small test map I put together to assemble all of the necessary obj elements for Remagen.

http://www.planetwolfenstein.com/4newbies/remagen_obj_prefab.zip

The objective progression consists of sequential objectives (deconstructibles) and flags, though you could just use the spawnpoints/TWOs and bin the flags. At the start, Axis can spawn at all points and gradually lose spawnpoints.

When an objective is completed, it triggers the allied_keep routine of a specified flag and setstates default the next flag and objective down the road.

Basic Flag script


//North Span Spawnpoint
north_span
{
	spawn
	{
		wait 200
		accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied
	}

	trigger axis_capture
	{
		accum 0 abort_if_equal 0
		accum 0 set 0

		// Change the objective state internally, so UI can update, etc.
		// Axis takes control of forward flag

		// Some kind of UI pop-up to alert players
		wm_announce	"Axis capture the North Span!"

		wm_objective_status	8 1 2
		wm_objective_status	8 0 1

		alertentity northspan_wobj
	}

	trigger allied_capture
	{
		accum 0 abort_if_equal 1
		accum 0 set 1

		// Change the objective state internally, so UI can update, etc.
		// Allied takes control of forward flag

		// Some kind of UI pop-up to alert players
		wm_announce	"Allies capture the North Span!"

		wm_objective_status	8 1 1
		wm_objective_status	8 0 2

		alertentity northspan_wobj
	}

	trigger allied_keep //<-- changes flag perm allied then removes it
	{
		setstate axis_northspan_spawnblob invisible
		remove

		accum 0 abort_if_equal 1
		alertentity northspan_wobj
		alertentity northspan_spawnblob
	}
}

Setstates when the first dynomite is defused/disarmed (it’s a reverse construction)


//North Span TNT

north_span_tnt_defused
{ 
	spawn 
	{ 
		wait 200 
		constructible_class 3
		constructible_chargebarreq 2.0

		trigger self startup 
		setstate obj_northspan_tnt default
		setstate obj_northspan_tnt_toi default
	} 

	buildstart final 
	{ 
	} 

	built final 
	{ 
		setstate north_span_tnt_defused default 
		setstate north_tnt_scriptmover invisible 
		wm_announce "The Allies have defused the North Span TNT" 

		wm_objective_status 		2 0 1
		wm_objective_status 		2 1 2

		setstate center_tnt_toi default //<-- enables next objective
		setstate center_span default //<-- enables next flag/spawnpoint
		setstate obj_northspan_tnt invisible //<-- CM marker
		setstate obj_northspan_tnt_toi invisible //<-- CM marker
		setstate obj_centerspan_tnt default //<-- CM marker
		setstate obj_centerspan_tnt_toi default //<-- CM marker

		trigger north_span allied_keep
		wm_announce "^1Mission Update: Defuse the Center Span TNT!"
	} 

	decayed final 
	{ 
		trigger self startup 
	} 

	death
	{ 
	} 

	trigger startup 
	{ 
		setstate north_span_tnt_defused invisible 
		setstate north_tnt_scriptmover default
	} 
}


(mrfin) #59

hey thanks ifurita


(Ifurita) #60

np, let us know if that works for you, or if it doesn’t, what isn’t happening as planned