Dust


(G0-Gerbil) #21

@]UBC[ McNite
My comments about capturing the events was more to do with if you just went with the standard dyno stuff as opposed to ‘dyno’ carriable objective. Sorry I wasn’t clear - I re-read it and didn’t get my own drift so can hardly expect anyone else to follow it!

@nullskillz
Ace, will read up on them ASAP :slight_smile:


(Genesis) #22

ok… ive been thinking about this to…
and im like: doesnt the bomb have a 45sec timer in CS and doesnt it defuse a lot faster the a dynamite in ET…
if thats treu u might want to speed it up for the defenders dont have enough time to defuse…
lets say it takes about 5 secs to defuse a dynamite… that gives you 25secs to defuse otherwise you will just be to late…
imo 25secs to defuse isnt enough in say 3v3 or 2vs2


(G0-Gerbil) #23

Well, depends entirely on the spawn times as to how many ‘waves’ you get to defuse.
IMO you shouldn’t really get more than 2 attempts, possibly just the one in a game like this.
Of course, you could just set the respawn time to 99999 so each person only gets the one life which kind of takes this out of it.

Must admit, I thought defusing took way longer in CS than ET but there you go.


(]UBC[ McNite) #24

There will be no spawntimes because its LMS what Null is thinking of. :bump:


(Oxygen - o2) #25

Mcnight im sure marko wont mind but u can look into the daybrake or hotchkiss factory and see how timing is done on the dynomite


(G0-Gerbil) #26

There will be no spawntimes because its LMS what Null is thinking of.
I thought the original idea was LMS but then we were talking about putting in the objective mode because ‘you might as well’?


(]UBC[ McNite) #27

Hmmm i understood the idea as making it CS-like which is LMS with an objective so you can win either by killing the whole opposing team or fulfilling the objective.


(nUllSkillZ) #28

Yeah LMS + objective.
“New” game mode.

BTW I just remembered the option of limited lifes in the other game modes.
But I think the current maps are not suitable for such kind of game mode.


(]UBC[ McNite) #29

Just stick to the LMS+objective-thingy… no need for limited lifes. I think you got a good idea there, can’t wait to try it out.


(G0-Gerbil) #30

For normal objective mode you can just do as I suggest and make the respawn interval longer than the match length.
I was about to say that then the only difference is that the round doesn’t end if the whole team is dead, but that’s actually a huge difference.
However!
PPs to the rescue :wink:
If you know that the match should end as soon as everyone in one team is dead, just set up two PPs over the entire level that are activated by any player of a given team. Then, when they switch off, you know all of one side is dead and you can end thegame accordingly.

I tihnk it makes sense to work this into objective mode rather than LMS (or at least have both) because you’ll be able to mix it into a campaign with other maps - not to mention that I’m sure many people would ignore LMS mode maps in their server browsers.


(nUllSkillZ) #31

But if I play objective or campaign I expect to respawn.
And to have multiple objectives.
And a bigger map.
I think if this map would be played in a campaign the players would be disappointed.

Thank you for the idea with the Patrolpoints (anf for those who haven’t got a clue what this is here’s a link: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6647&highlight=patrol+point )

I’ve had the idea to check if the engineer of the attacking team is “dead” with a trigger_multiple zone.
But then I’ve thought:
The attacking team has also the chance to eliminate the defending team to win.

Not sure what I will do to prepare the map to be played in objective / stopwatch / campaign mode.


(G0-Gerbil) #32

But if I play objective or campaign I expect to respawn.
And to have multiple objectives.
And a bigger map.

The way I see it only the first point is a possible sticking one.
Multipe objectives is not set in concrete anywhere. ET maps can have as few or as many and people adjust.
Map size is ‘irrelevant’ in as much as some servers only run smaller maps, some bigger. Depends entirely on the server admin. Personally I think there’s a ‘market’ for smaller and simpler ET maps, and am considering doing Lord of the Rings mini-map spin-offs to cater for it - not everyone likes to play on a 15+ player a side server. Smaller maps make for great training maps as well, so clans are more receptive to them (if done well).

The respawn thing… yeah people will expect it, but you can always put instructions as to what happens in the loading screen, limbo screen and do announcements at map start (kinda what I now do in helmsdeep to say how to use patrol points).
People will soon pick it up. OK you are doing something slightly different, but if you could get it to work identically in both objective and stopwatch mode then that surely seems simplest?

Just thought of a problem with LMS mode actually, and can’t remember how this is handled in CS. What if the attackers plant dyno but then all die? Is this an automatic defence win, or must they still defuse? I think it makes more sense to have defence have to defuse, but of course LMS mode won’t be able to deal with this :frowning:
Seems like it’s not possible to have it work identically in both - up to you though which mode suits it best. From this problem alone I’d say LMS now looks the less attractive of the options.