dino-corp. plaza [need help] + plaza fixed to only 32 floor


(kgbdino) #1

hi
im building a plaza map with 98 floors and i was going to make alot of objectives

  1. got any ideas of what my objectives could be?

  2. do anyone know how i can make my map so when 1 objective is done the seccond is activated? and so on?

  3. is it possible to make an elevator that will move to different floores depending on what mission thats active?

Edit:

screenshots of what ive made sofar will come soon


(carnage) #2

there is a limit to how many objectives each map can have and also some limits entites needed to set up objectives (fueldump reaches this limit)

the elivator is posible but will take up a lot of the avaidable lines in the script and probabaly wont leave enough for all the objectives you want objectives

you could perhaps have generators or something every 5-10 floors when active they allow the elivator to travel higher so the asult team can reach the next genrator or something untill they get to the top?

also you dont have to make all 5 floors you could have one floor where you can acces a vent or soemthing that will take you 3 floors up as an alternative to the elivator?

just some thoughts

EDIT// as a alternative to the elivator that goes to differnt floors how about a hallway with multiple elivators in and as each objective is reached the next one becomes active so you dont have to worry about complex scripts, also would let players go to say 5 floors below the objective then get in a differnt way as the defnece may have the elivtor room locked down


(kgbdino) #3

thnks carnage you gave a pretty big bunch of ideas

BTW is it possible to splitup a map and make all the parts exceed the obj/entitti limitations and then make it so in ET they will run all the pieces of the map as 1 map, so then the full-map will have much more entities and objectives than the limitations?


(Ifurita) #4

Wild and crazy idea, but given all of the questions you’ve asked, have you thought of completing a slightly more modest project FIRST, like a FOUR story building with sequential objectives? My thoughts on a 98 story map will be either 98 levels of fighting through narrow chokepoints vs an opponent who has a height advantage or 98 floors of “where are the attackers … did they sneak by us?” Naturally, you thought through all of those issues, right?


(kgbdino) #5

yes offcourse most of the floors will be spawns(some) medic floors(some) ammo floors(some)
and offcourse 3-4 floors will work together in opning a blast-door or an elevator or something,
so the floors runs away fast
and offcourse some empty floors with just a few walls and a few cool images

and it wont be so much war on so many floors considering the distance between the R spawn and the B spawn
and it wont be easy sneaking around but it will be possible

Edit:

and offcourse will the floors be marked giving info about objectives and floor number


(carnage) #6

yes offcourse most of the floors will be spawns

not a good idea as a spawn point uses a lot of entites especialy if u want them to be captured by both team then you need twise as many entites, 32 spawns per team 64 entites in total per spawn point, your soon gon hit ur limit doing that

and as Ifurita say

where are the attackers … did they sneak by us?"

this was that basic thing behind my idea that elivators became active taking you to higher floors faster

basicly if ur gona get this to work your goign to have to group sertain floors into stages of the map and at the end of each stage block it of but allow your defence (from above) to get past it while not leting the asult though, something like a hole in the celing or a teamdoor

then the objective for each section would be to blow up the door restricting movemet or do something that alows them accs to the next section of the tower

then the asult spawning at the bottom in the elivator halway get an elivtor activated taking them dirrectly to this next section of the map, this avoids long walks to the part of the map and cuts down on the number of spawn entites needed. the defence also need some kind of elivator taking them down to the part of the map they should be defending quickly 2

consisder for your elivators to wait in the spawn room untill activated but give say a 5 second delay on activation before they move to there destination so 1 person doesn rush out of the spawn and take the elivator by himslef leaving the rest of the team stranded

one last thing, 98 floors sounds like a lot of work, if u still want to keep the feel of a tall building you could sort of miss flors out, a staircase giving access fo 4 floors but the doors are locked so it gives the impresion of going up a great deal of floors but realy just serves as a conection between floor 4-7 ect


(Ifurita) #7

Even from a navigational perspective, you’re asking for problems. Your command map will be worthless, so people are going to have to remember where they are, what they need to do, and where they need to go for 98 floors? I guess whatever floats your boat, but ultimately, I think you’re throwing time down the toilet.


(kgbdino) #8

well to be honest :banghead: im not so good in english (sorry carnage) so i didnt understand all you where saying carnage (again sorry)

yes the idea was most of the obj was to blow open doors to get to next levels

Quote:
yes offcourse most of the floors will be spawns

not a good idea as a spawn point uses a lot of entites especialy if u want them to be captured by both team then you need twise as many entites, 32 spawns per team 64 entites in total per spawn point, your soon gon hit ur limit doing that

when i said most of the floors i ment a few (sorry for the mis spelling):
1th. spawn: outside R and B, B near the plaza entreance R behind some building at the other side of entreance.
2nd. spawn: R inside lobby lowest floor. B some floors up (maybe floor 25)
3rd. spawn: R at floor 25 (same spawn B had before), B Foor 50
4th. spawn: R jump right up to floor 90, B Roof with defence.

when i say “1th. spawn” “2nd. spawn” i mean the secuence where Rstarts at spawn 1 and B starts at spawn 2

take oasis there “1th. spawn” would be R old city, B oasis spawn. nad “2nd. spawn” would be R near the tank guns, B old city

and i already have built the plaza with 98 floors
BTW the idea of closed doors are good that will save me alot of work. :clap:
Cheers :drink:


(D3C0Y) #9

i think 98 floors is waaaaaaay to much, if i were u i would cut back to about 10 floors + outside or so… if u want a good result and a decent map


(carnage) #10

you have already build 98 floors

two posibilties, you have ither worked on thise since you were born or copied one floor over and over again

are you sure this is realy going to be such a great map, and as you have no objectives yet you havent realy planed it out ither? ime with iffy here, i think you could spend your time better

however i can see this map working gameplay wise is done right, but would need someone with lots of experience and could also be hard to get such a tall building that would fit with the look of ET, were they sky scapers in WW2? maby cos i just think of die hard when i think about this


(Ifurita) #11
  1. I’ve tried a couple of tall buildings before and found that 1) when floors are large enough to offer some approach options up and down, it’s really easy for the defense to completely miss and attack, 2) when the floors are small enough to defend and cover, it’s becomes really bottlenecked.

  2. What is your current travel time from one spawn to another. You mentioned 25 floors. How long does it take to get from floor 1 (original spawn) to floor 25 (next spawn). Travel time from spawn to obj should be < 1.5 spawn intervals (IMO), which means people are going up floors at 1-2 seconds per floor.

  3. You seem pretty far along. I’d suggest sharing it for some testing. Again, just my opinion.


(CrazyGuy) #12

If you played DeGeneration Mod for RTCW. Their is a map called. “Skyscrapter”.
Made by Gingo Star.
If you want to see the general idea for that type of map.


(kgbdino) #13

@Ifutura:

the elevators will use about 9-10 seconds to get up to objective/next spawn that is 1.2-1.3 of the spawntime originaly set on the map.(if my math is about correct)

BTW the floors will be big but not so big that people can walk for miles without hearing an ennemy. but still not so small they cant move without moving in the ennemys “arse”(to say it nicely)

and yes i will share it for testing. just need to find a place where i can lay it out on the net(havent found anything)


(DWM|Commando) #14

i think what they are also trying to say is that 98 floors is alot, people will get bored quickly of going up stair or elevators to the same thing. even if you get it down to 50 or so floors thats still alot. i’ll make sure to check out ur test package to see if you can pull it off. good luck :smiley:


(kgbdino) #15

@commando
yes i know 98 floors is alot thats why i was thinking of using (i think it was carnage’s idea) the closed doors effect so that people cant get in all the floors only the main floors and 1 or 2 in between for ammo and medic

and thanks i really need alot of good luck

and when im done with the map i really want some bug-testers. (i dont think il be done with the map for another month or 2 maybe even 3-4 (i have school soon and work now in the summer :frowning: )

cheers people. :beer: :drink:

well now im off to get a drink and see if i am capable to make more of the map
BTW my elevator wont be solid and wont move (so i may have to use ladders :(:frowning:


(kgbdino) #16

i need help fixing 2 bugs :frowning:

  1. my elevator wont move and it t be sloid

  2. me materials for a bridge is either invisible at all itmes but buildable .OR. the wont be buildable but they are visible

can someone please help me fix them both?
a tutorial or an explanation would be best
thank you.


(kgbdino) #17

well as yo probably can see in the topic name the plaza building is fixed and will only have 40 floors
this happend because my map got over written by accsident by another map i was testing a mirror on :(:(:frowning:


([SSM] Shadow Meat) #18

Well, there is a backup file, load <yourmapsname>.bak :slight_smile:


(kgbdino) #19

oohh ok thnks ssm il remember that until next time i screw up my map :bash:


([SSM] Shadow Meat) #20

lol np