Darji (first playable) is out!


(nUllSkillZ) #21

Could be that the removement of spawnpoints has happened when spawning has taken place.
Even if there are 20 to 25 players per side the propability is less that all of the players spawn at the same time (this happens only at begining of the game).
May be you could achieve what you are desiring by changing the respawntimes every time a flag is captured.


(Loffy) #22

Is it possible to change respawntimes via scripting?
// L.


(nUllSkillZ) #23

I’ve tried to change respawntimes in a “death”-event of a “func_explosive”-entity.
And it has been working.
Idea has been to change respawntimes according to the distance to an objective.


(stix) #24

ive just finished a round of 2vs2 on darji. Its not meant for 2vs2 i know. But can someone pleeeeease make a map thats not huge and not meant for 64-players shrub public play?

pleeeaase?

Im impressed by lots of custom maps, they’re nice and have great detail and blabla but most maps are useless for 6vs6/3vs3/2vs2/1vs1 play. And this is a team-based game after all, so why not make a map thats meant for teams and not for random people playing together?

whats with mappers and oversized maps?

btw, loffy, theres some really nice jumps on your map :slight_smile:


(Mean Mr. Mustard) #25
When a team scores the first "goal", all their X:s are removed. (command remove X in script). Second goal will remove all Y:s. (The idea is to make it harder to defend the base.) 
The Z:s are never removed. 

May be you shouldn’t ‘remove’ the spawn blob. Trying making the state of the team_WOLF_objective invisible. I use this to disable a spawn. Also, it could have been that a team spawned exactly as the ‘goal’ was scored. Not sure how to avoid this. Maybe removing the entity locked it up. Whereas making it invisible will still allow them to spawn at the instance the ‘goal’ was scored. Afetrwards, the spawn will be disabled with the setstate and setautospawn (the setstate makes the spawn point not selectable on the CM)

And yes you can reset the spawn times in the script (I do it)


(=DaRk=CrAzY-NuTTeR) #26

yeah, i dont know the command but the spawn time will be changeable, i think its wm_axis_spawn or somet


(Mean Mr. Mustard) #27

Here are the spawn time commands

wm_axis_respawntime	30		// Initial Spawn Times: reset after V-2 is built
wm_allied_respawntime	20

I change the time later on once the V-2 construction is completed by using the same commands only different times.


(Ifurita) #28

@ Stix, if you want 1 v 1 - 3 v 3 maps, look at the package of maps that was done for the 1024^3 competition. There are some very nice maps there that are perfectly suited for small games


(Ifurita) #29

BTW, Loffy, try the script_mover for the sliding door to lock and unlock flags. I really like the added touch from being able to see the gate move out of the way. I’m using your idea in mine, by making the door to the return point close if your objective gets taken.


(=DaRk=CrAzY-NuTTeR) #30

very nice, but its easy to get lost and where in bloody hell is the truck?

i also like the teleporters that tell you if it will kill you or not


(Loffy) #31

Hi! Thanks for your feedback!
Nullskillz, Crazy-Nutter, Mr.Mustard, thanks for the ideas about the respawn-times and -command. I will use this feature, to increase the respawn-time for the team that is in the lead.

Stix, hi! Glad you liked the jumps! Did you see that jump (near the leafy trees) via that pillar? The pillar with the revolving health pack.
About the size: I wanted to make a map for large servers. And it is not that big. You can steal the flag and score in 2 minutes. Stix, I will make a smaller CTF-styled map soon, for 6x6. (I’m planning to use some old goldeneye-maps as the inspiration – you remember that Nintendo64 james bond-game).

All in all, about size: I don’t think the size is the key here. It all comes down to one fundamental question: Is it fun to play the map? (The problem is that each individual defines “fun� in a unique way.)

Ifurita, I’m really glad that explored the idea with the sliding doors! In fact, that IS the way the map should be! I mean, if you have the enemy flag, and you are running towards “goal�, it will be dramatic if the doors begun to close, slooowly when you were within visual distance from the goal.

I’m seriously thinking about loosing the “doors� (the covers/lids, over the trucks) though, on Darji – to enable the teams to score regardless if their own flag is “gone� or not.
Two strong teams (on a large server), each holding the other team’s flag, can make it a draw game. Who likes 0-0 games on Darji, really? Not me. The map is made for frag-parties (on large servers).

Stix, I will keep the doors (lids) on the 6x6 map. Ifurita, I will try the script_mover and a sliding-door (to hide and unhide flags) for this. Good idea.

// Loffy


(stix) #32

Ifurita: i did not know that :slight_smile: You happen to have an url? :clap:

edit: um. its the post under this on the forum :X nevermind =)

Loffy: Yep i did, since i got lost i spent like 20 minutes looking for fun jumps, that was pretty fun although a bit too easy :wink: I liked the ones in the cellar aswell :slight_smile:

I think you might have a point with the doors. When we played 2vs2 (which maybe isnt relevant since its a map for more ppl but ill mention it anyway :beer: ) both teams often had the objective which made it necessary to take out the other guy before completing the objective. And since its a lot easier to take out the other team if youre passive both teams went camping near the doors. This was kinda boring so me and my friend went attacking and lost all the time since the other team was camping behind boxes and stuff :slight_smile: