Idea for an ET map I am making I would like feedback


(tsakali) #1

so my main idea will be that this stage is set up in an old secret axis weapon.

They have designed a huge zeppelin which is to carry some very powerful bombs.

Objective. stop the zeppelin before it reaches the drop zone.

K everythig else is still on the making I am not sure how to make a fun objective out of this

my ideas:

just have them parachute down on top of the zeppeling by the back, where the tail rodors are.(the spawn point will be set to a few feet higher than the landzone on the zeppelin with a cushion brush to give the parachuting effect.

a) allies need to build some short of ramp or staircase from their landzone which is on the top to access the internal ballon of the axis zeppelin(so it can acces the internal corridors etc.)

primary objective—

The allies need to access the emergency release valve to release all the helium from the balloon, in order to crash it before it gets to it’s bombing destination.
now I don’t know where this release valve should be or if it needs somethig else to happen first. For example I was thinking that they might need to acces the bridge(which will be located in the actual cabin at the bottom front of the zeppelin, where the release valve controls are. Or I was actually thinking of having some fights on the roof of the zepellin where they actually need to blow the release valves up.

-secondary objective–

I am not sure if this can work or if there is a good way of doing it it

they need to destroy the propeler which are moving the zeppelin forward, by setting up dynamites directly on the engines(which will be located on the outside of the hull/balloon) that way they have some outside action too. my main idea on that is, when the allies distroy the propeler engines, the time clock stops in effect giving the allies more time to finnish the primary objective. (think of the zeppeling as stoping and hovering on the same spot instead of moving forward to its destination) I was thinking of somethig that would make the main timer freeze… In order to get the timer to continue countdown again the axis need to rebuild/fx the propeler engines.

so in effect the secondary objective would create two fronts for a fight…one for the primary objective and the secondary objective which helps them with the first.

is this too complicated? can the scripting be done?

Potential problems
another thig is that if the axis cannot bring the engines back to operation and the allies cannot blow up/open the release valves the map will never end, so there has to be a definitive time scale somehow, but I really like my idea so I dunno how to make everythig work.

I want there to be fighting in the main cabin, on top of the zeppeling, and outside on the sides where the propelers are.

I would like your input :slight_smile:


(carnage) #2

sounds a bit iffy. the objectives are posible but your parashute effect will fall far short of spectacular

without making some more complex insides to the zeplin i cant realy seem much interesting places you would find

to get the feeling the thing is moving will be realy tricky too if it so high of the ground. and even harder if its near the ground cos your goan have to make a lead of terrain then and moving zeplin would be near imposible to script if your objetives are on it

i mght draw a lil diagram of how it could work i gess

EDIT//

k as you see the objectives here would be the allies have stowed away on the aircraft and are atempting to stop it while en route as there will be not avaidable backup for the crew while it is in flight

i tried to make the design a bit more x laby rtcw conept stuff just so it was a bit different

the objectives i would see for this map are… there are two balast tanks at each end of the aircraft… to disrupt the flight the allies must get to the engine bridge by going though the small confided coridoors and traps on the lower craft and bomb room. when here they allied (or maby just allied engineer) can start to empty the tank

this via script starts a counter going. to stop the craft going of course too much the axis must get to the engine room where they can make the empty the rear tank to counter balance the effect. this makes the counter go down.

when the match ends if the counter is greater then XX number then the allies win as they have unbalanced the craft enough to know it far enough of course from the target. if not the axis have managed to keep on target enough to drop the bomb.

alternativeley if the coridoors are too dealocked as i expect they will be as defence will be pretty simple with such a small avaidable space. the players can get to the top of the craft and climb down to the wings where the engine are and go though doors on the side to get to the balatst tank controls (maby some other methough like ladder rungs built onto side… whatever suits the development best)

as for making it moving… set the map at night… then with the skybox make the gorund black and use alpha chanenl and shaders to make an almost starty effect but like a city at night or something that scrols along so when you look down it gives the feeling of movament and try use things that might surgest movement like blowing fabric etc anything you can think of


(WeeBull) #3

nice idea, would be a big map i think.
i think your idea of the secondary objective is possible. imagine that the zeppelin is a tank, it’s possible to damage the tank what will make it stop and then you can repair it again to let it drive further. do the same thing with the engines, when the engines are destroyed, make the zeppelin stop and when they are build the zeppelin can move on. look at goldrush to see how it’s done.
your ‘potential problem’ isn’t a problem i think. if you set wm_setwinner to -1 the game will not end if the time runs out and none of the objectives are completed. i did this with my tankrace map. if the time runs out and both tanks are at the same spot the game doesn’t stop. the game then stops as soon as one of the tanks takes the lead, then that team will win. i could help you with some scripting things if you want.

Edit: hmm didn’t think of it that the zeppelin is moving and that everything is going on inside or on it so everything has to move with it. don’t know if that’s possible. or you could move the terrain.


(Ifurita) #4

My idea was to make a zeppelin hanger where the zeppelin would really act as a piece of terrain, which you could go under or over


(flower.Hercules) #5

WeeBull: He needs to stop the timer dead and start it again at the same time when fixed, setting the winner to -1 would keep the map from ending; but if allies were to stop the clock and the axis repaired it a minute later without the map ending, the time would have never stopped and pretty much nothing would have happened. I don’t know of any way to stop the clock, but perhaps you could set it to the nearest minute or 30 seconds with something like the following:

Let’s assume you have a 5 minute map for ease of explaination, the Allies complete the secondary objective in a minute and 20 seconds, leaving the time at 3:40. Since you cannot pause the time, you could have a script that adds 1 to an accum every 30 seconds (or smaller increments, if you are kinky), so your accum is now 2. You had a total possible accum of 10, so you could announce that the time has been paused, set the winner to -1 and take off all of the time (remove 5 minutes from the clock to be sure)…now, when the Axis repair the secondary objective, you look at your accum of 2 and determine that you need to add 8 30 second intervals back on. This would be done by triggering a script to check your accum value, something like so:

game_time
{
	trigger check_time_30
	{
		trigger check_time_60
		globalaccum 0 abort_if_not_equal 1
		<set game time> 30
	}

	trigger check_time_60
	{
		trigger check_time_90
		globalaccum 0 abort_if_not_equal 2
		<set game time> 60
	}

	...

	trigger check_time_240
	{
		trigger check_time_300
		globalaccum 0 abort_if_not_equal 8
		<set game time> 240
	}

	...
}

When it hit the value it was looking for that was set by the globalaccum 0, it would set the time to the nearest 30 seconds of when the objective was destroyed. You could potentially do this to the nearest second, although the script would be quite huge and tiresome. That is the best solution I can think of, and definately move the terrain underneath the zeppelin, I can’t imagine how troublesome it would be to group everything inside of the zeppelin, or script each one individually :x Plenty of room for bugs, the scripting definately is possible, keep us updated! Sounds like a fun map with an out-of-the-box objective.


(tsakali) #6

I just got back home, thanx for the replies .

Carnage I will take under consideration your outlines.
flower.Hercules thank you for the scripting info, I am a niewb so the time will come when I will have to ask for your expert advice, in scripting.

I’d like to say that having a moving ground is not so much of an issue, here are my solutions to that

  1. just have a sky box which will basicaly be a what you would call a foggy day so basicaly all you see is some clouds up top and all around and at the bottom just a gray hue, basicaly fog, so not being able to see the ground is not an issue I can get away with it.

  2. just as you mentioned just have a patch of land animate, there is no reason to animate the entire zeppelin and all the entities on it, just reverse the rolls, heh.

if I can get rid of that empty patch on the bottom of most skyboxes than I can just give it a look that it’s just too high and the day is too foggy to see the ground, and if the timer is getting close to zero, then have a small patch of animated land starting to creep up in the horizon and slowly moving towards the zeppelin’s direction. So yeah I think I can find a way around that.


as for the timer what I was thinking is if I cant’ make the time stop ( and in order to make sure that there is a ultimate time limit for the map) I can just do it like this:

instead of stopping the zeppeling dead on it’s tracks just slow it down when the engines are destroyed,i n effect the slight wind conditions still allow the zeppelin to travel forward but in a slower pase(lucky for them there direction of the wind is in their favor heh).

That way no matter what, the map timer will eventualy ran out wether axis gets to repair the propeler engines or not…so essentially the allies can only prolong the inevitable but not stop it, unless they complete the primary objective.

What do you think?


(flower.Hercules) #7

That would be more realistic.


(tsakali) #8

Ifurita that’s interesting, heh I’d love to take a look at that map file if that’s ok with you.

you might have some ideas on how to build the zeppelin that I haven’t thaught of yet…truth is I am a noob but I am willing to put the time into realising my idea


(Ifurita) #9

http://www.planetwolfenstein.com/4newbies/zeppelin-concept-0611.zip

There’s the map file along with the model and texture assets. You’ll just have to create the models/zeppelin and textures/zeppelin folders.

The map didn’t go anywhere with me. Let me know if you want it.

The objective was to secure a forward flag on the ground floor at one end of the hanger, grab a key card, then take it to a control room up on the 3rd floor where you could use it to blow up the control room.