Map Project: I need to know if it's doable or not.


(- LVB -) #1

Hi!

I’m not that new here, because though I registered late, I’ve been reading those forums for months now and I’m quite used to games based id engines. I already worked on a map for Q3 for several months but I gave up, mainly because even I put lots of details, I started to make my own textures, sounds and shaders along complex and detailed layout, and I ran out of motivation. It was a rather big map and worste is that it’s nearly finished. I just have to put terrain here and there, correct a few enties, add the right ones and compile to get my first playable beta. The task was too big, too long, and I don’t know if it’s worth to release a map for Q3 nowadays.

I have a question which, given the replies, will let me know if my project is possible or not.
I usually tend to think about concepts that can push the gameplay a bit further. I mean, unusual ideas, different from regular things such as blow up that thing or steal those docs, or at least, if those are the objectives, it’s done in some refreshing way.

With the new possibilities provided by ET, I realized that I may have the chance to make one of those ideas real. Here it is:

The story:

"Allies sent a small task behind the lines, in the mountains of south Poland, to find out if the recent intercepted transmissions about a top secret project are true or not. It seems that Axis forces are devlopping a new type of vehicle that would give them definitive superiority in ground combat as well as for anti-air protection. A fast Allies airstrike was executed against that secret base, but even if a large quantity of the surface structures have been damaged, the destruction is superficial. Allies planes have been shot down, but other are on their way and Axis DCA turrets are all disabled.
This secret weapon is indeed very real and the Axis forces are planning to move it to a more secure place.

Allies objective: Find the citadel and destroy it, or at least block the citadel into the ruins long enough for the next Allies airstrike to blow that vehicle up.
Axis objective: Protect the citadel and bring in to a more secure place before next Allies airstrike."

The idea is based on an Avalon scene where Ash, Stunner, the priest and his bots fight against a “citadel” in the Ruins C66 zone.

The weapon talked about in the objectives is a powerful tank with several cannons, anti-troop guns and DCA turrets, which will be called a citadel or something alike.
It will be heavily armoured and though massive firepower could bring it down, the quickiest way to get rid of that machine would be to shoot three rockets into its weak point, the engines, located at the rear.
I have plot excuses to explain how this vehicle was produced and why it has a weak spot, but it’s not necessarily meant to be realistic.
It will also add a Metal Slug touch to it.

The citadel will be a movable vehicle, which you have to climb inside to move. It should have 4 MG42s, but it seems that we can put other types of guns or cannons. It will also carry bigger cannons but which will just act as mere decorative pieces.

In order to make the citadel move forward, you’ll have to sit inside the command deck located at the higher level of the vehicle

Axis forces will have to protect the citadel and bring inside a bunker or a boat, I dunno, while Allies forces will have to destroy the citadel.

This map is meant to give a bigger and major role to the soldiers, who are generally considered as the near to useless newbie class, since rocket launchers should be the most efficient weapon against the citadel.

To destroy the citadel, you’ll either be able to unleash heavy fire on the outer hull (though heavily armoured, it will still be destroyable) or deliver three rockets into the engines (soft spot) located at the rear of the citadel.
Whether bringing health points of hull or engines to zero or below will make the whole citadel to blow up.

While the main fight will happen in a zone which will be called Ruins C66, the Axis forces will first have to activate the citadel, which will be located in some kind of damaged garage/workshop.
As the base has been attacked by Allies, several passageways are now non usable.
There are still two ways for the Allies forces to reach the garage, but Axis forces wil be able to quickly and definitively close those paths.
Axis forces will then have to move the citadel into a large corridor leading to the main gate. Behind that gate, the ruins.
So basically, once the Axis forces will have blocked the two paths used by Allies forces to sneak into the garage, they will move the citadel towards the ruins and hurry because the whole garage will be about to blow up, and if it does while the citadel is still inside, Axis will lose.

At that time, Allies forces will take position in the ruins and wait for the citadel to come.
Once the heavy rusty doors of the main gate will be completely open for the citadel to advance, the Allies will have to whether unleash as much firepower as they can on the machine or try to sneak in the several little passageways and blind spots in order for the soldiers to shoot at the engines of the citadel.

Of course, there’ll be plenty of appropriate locations for Allies snipers to get the maximum wider lines of sight in order to protect the soldiers and other units.

I think I’ll put a few scripts here and there to add a bit of relief to the action, with for example the citadel firing its main cannons at some big piles of debris in order to move further. There’ll also be that garage which will blow up after a few minutes.

Now, I have to know if such a project can be made.

The questions are the following ones:

  1. [li] Can a MG42 turret entirely protect a player if, for example, the player slot (where you get teleported when taking control of a gun) is entirely encased inside a nearly totally sealed box (to put it simply).
    [/li]
    Actually, I think I should edit the MG42 model and add various pieces to transform it into a complete sealed and rotative turret. The gun which will sprout outside of the turret will not be a simple MG42 anymore, though it will still use MG42 mechanics. Basically, only the model will change.
    Unfortunately, it seems that those rotatable models can’t stop bullets and other projectiles, so while the model will move as the player slides his mouse on the left or the right (and up and down), there will be invisible parts which will block projectiles.

    Well, snipers will still have the possibility to aim for little holes in order to shoot down those gunners.

    [li] Since there will be four turrets, I want them to be only reachable from inside the citadel. I think you have two zones. Zone A is the where a player has to stand in order to be granted access to gun control.
    [/li]Zone B is the slot where the player is teleported when taking control of the gun.
    So double-question:

    - Can I make zone A be inside the citadel only?
    - Can I be sure that when leaving zone B (player slot), the arrival zone will be zone A, inside the citadel.
    I mean, the turrets aren’t supposed to be reachable from outside, so it would be not appreciated if a player could jump intoa turret while walking on the hull of the citadel or if a player would appear outside of the citadel, on the ground nearby, when leaving a turret.

    [li] If I stand behind a thin model, will I be protected of splash damage from a rocket explosion that hits the model on the opposite side than mine… let’s say that there’s a wall, I’m standing behind said wall, which is a model again, and a rocket hits the other side of the wall… will the splash damage affect me or anything that is located on the same side as me?
    [/li]
    This is very important because I don’t want a player to get killed by a rocket that hits the hull when that said player is sitting still inside of the vehicle. It’s also very important since the soft point at the rear of the citadel must only be damageable if a rocket directly hits it (you have to be behind the citadel to shot the engines).

    [li] Can we attach other types of guns to a gun slot rather than usual MG42s? I mean a real different weapon, like a grenade launcher or else? I’d like to put commands to bigger weapons in the command deck.
    [/li]
    [li] Can the citadel be composed of several parts that all move together? The citadel is meant to be, at least, composed of a main part (hull, corridors and ramps), plus the engines (which will have their own “health points”) and four turrets (undestructible but with holes for the gunners to be killed… so expect large gunfest against those turrets).
    [/li]

I think that’s all. I hope it wasn’t too long.
Excuse me for the english mistakes, as english isn’t my native language.

Thanks.


(- LVB -) #2

Ok. Nearly 70 views, and no one as an opinion, and advice or anything else?..
What’s the problem?


(grizzlybear) #3

make the tank bigger

that is basicaly what u need to do
and add tags to a model

can u make models ???
if so its easy (i cant so im doing it the hard way with 27_tag_beta found in the sticky’s)

ive only just figgured the tank build/tag’s mayself (we need a crash course in 3dsmax at wolfproject, anybody free ;))

mg42 can have the model or shader swapped (not sure on rocket)altho noticed on heli map that shooter_rockets now seem to be sorted :wink:

yes the player can sit in solid brush (i think they could be teleported any distance by placing the toi for the script_mover(with mounted gun flag) anywhere you want (not tested but dont see y not)

thin wall defence ??? not to sure
test it plant dynomite an then stand behind the wall (eye slot may leak the wall to the explosion) making the gunner invunerable if not used

hope this helps and points u in the right direction


(MuffinMan) #4

puhh that was a really long text to read and i guess that’s the reason why nobody answered yet - anyway:

your plan would get really difficult at least! first of all this wouldn’t be a normal map but a mod, otherwise you can’t change the gun and the models. the turrets would have to be part of the gun model, around the whole thing you would have to place clips.

this tank would consist of multiple parts (clips, brushwork, models) that all would have to move at the same speed, looking at the trains in railgun for example you see that this doesn’t work perfectly, you can connect multiple parts to each other or give each of them individual directions, after all i doubt that they will move at exactly the same time so there will be some players who get crushed inside the hull

some splashdamage-member should know that but i guess it’s not possible to give sombody using a mg42 a default place to pop out, other than the normal places you get out at an mg42 or the tank, so right behind it would work - i can think of changing that place as a mod, so mabe u are planning this anyway

splashdamage: being behind a wall (that’s thick enough, i would recommend at least 24 units) should protect you from damage

so i could be wrong and all that is easier than it seems - if somebody knows plz tell us - otherwise i think this is extremely difficult if not impossible to do, anyway good luck if you try it - start with the basic vehicle first to try what works and what not before u spend too much time on the map…


(grizzlybear) #5

lol
70 veiws an no replies

then 2 within a minute :wink:


(Zipp3R|PL) #6

hmm so fantastic project you will need more mappers than you one…
BTW : great project abaout Poland :banana:


(sock) #7

That really is a long amount of text and also involves stuff about tanks (Which is enough to scare anyone off!)

The first problem will be the (mega)tank because you want it to act like some kind of inner level. Best thing to do will be to create a special area of the map which will act like the inside of the tank. This will solve the splashdamage issues and also give people a choice of which MG42 nest to go for.

Second problem is creating a model with four MG42 points on it. This is tag stuff and as alot of people have realised is not easy to do. You could create the model so that guns are protected and connected in the right area.

The real show stopper is the fact you want 4 MG42 points on the (mega)tank. The game was only designed for 1 and what you want can only be done with a MOD not the standard game. When you use a tank the player will be teleported to the single MG42 position and no where else. You are going to need a coder.

The rest of your story is just script and standard map stuff. The bottom line is that you are either going to have to scale down your (mega)tank or create a MOD team.

Sock
:moo:


(chavo_one) #8

Or you could break the mega tank into four separate models, with each having it’s own tag_player. Then it’s a matter of keeping up with essentially four individual vehicles travelling along a spline.


(sock) #9

Umm now that is an interesting idea, something which could be tested without too much work or MOD support.

Sock
:moo:


(gerby) #10

Main problem is multiple script_movers, even if all set moving in consecutive lines of scripts, won´t actually move together - there can be slight delays.
You´d have to build your models with a slight overlap (not a real problem), and then hope that the discrepency is visual only - if the models were split in their real positions on the server, it´d be possible to get gibbed just by standing in the wrong place.

As sock says though, testing is probably the way to go.

BTW for script_movers with a gun, is there a limit to how fast the script_mover can go before lag causes gibbing (or is that even possible to the player locked to the tag)?


(grizzlybear) #11

just link(tag) all the movers to the mover that is the construction(tank tracks)
then it is one to move

this may lead to drivers, gunners, back seat drivers mmmmm…
triggers set for the gunner possition set to only shoot if gunners seat is filled
getting carried away with ideas again :wink:

halo here we come :wink: (still a bit off bouncy warthog wheels )

had some strange results trying to tag a mover onto the end of a series of 27_tag_beta.md3’s (it worked but didnt adjust correctly on scriptchange/restart)mmmm…
possibly because i was already using that tag for the next model mmm…
it’s just like lego :wink:

edit:
got all confused about the toi’s and mg’s
i have 9 27_tag_beta.md3 (leggo blocks) linked to a script_mover each
these are tagged together to the destructable script_mover (tank)and 2 have the mounted gun attached, which show up in the right place :wink:

at the mo i cant grab either gun mmmm…

i was thinking it was because it was outside the toi but thats not the case
i think i dont have the tag_player_at_origin.md3 set right yet

if its realy HUGE move the ground instead :slight_smile:

every time i make something move detoeni tells me off coz it kills fps :frowning:


(- LVB -) #12

Pheew… finally I get time to continue this discussion. Sorry for being late.

So first, thanks for the replies.

Ok, now let’s go for a quote n’ reply session.

MuffinMan

your plan would get really difficult at least! first of all this wouldn’t be a normal map but a mod, otherwise you can’t change the gun and the models. the turrets would have to be part of the gun model, around the whole thing you would have to place clips.

Exactly. The gun model will be changed so finally it will look like a protective shell and not just like the classical MG42.

The player will sit inside the model, with a cannon sticking out of the turret.

For the design to be logical, there’ll be a ladder to climb in order to get inside a turret -though I wonder if in fact, I’m not going to make suspended turrets with a necessity to go down the ladder… I’ll see).
I just hope that I’ll be able to restrict the acess to turret only from this ladder, because I don’t want Axis players walking on the Citadel hull and getting inside the turret from outside the vehicle.

The gunner will be standing up and his feet may be sitting on a grid which should be non projectile proof, but that’s an option, since I could go with a totally closed hatch.

this tank would consist of multiple parts (clips, brushwork, models) that all would have to move at the same speed, looking at the trains in railgun for example you see that this doesn’t work perfectly, you can connect multiple parts to each other or give each of them individual directions, after all i doubt that they will move at exactly the same time so there will be some players who get crushed inside the hull

Yep, that’s what I planned, because even if I never looked at the mechanics of ET’s moving entities, I never saw a level designer putting several guns on a same unique model, which made me think that the only way to bypass that issue would be to fake it by creating a cluster of several sub-models which would just move all together along the same global path/spline.

splashdamage: being behind a wall (that’s thick enough, i would recommend at least 24 units) should protect you from damage

Trouble is that the whole Citadel vahicle should be able to protect the players located inside it. I dunno if it’s possible.
But fromthe gmaes I played, I think that when I was sitting behind a tank which was hit by a rocket from the other side, I wasn’t damaged by the splash when I should if there hasn’t been the tank.

This is a very important factor because in order to hit the soft spot, which the engines, you have to precisely aim to them from behind the Citadel. But if you can damage those engines just by shooting rockets from anywhere and counting on the splash damage radisu to make its way through the whole model and hit the engines, which will be a different model with its own life points, then it totally negates the necessity and the idea to have a soft spot at all.
Just like if you had a sphere with a target inside, and there was only a small hole on the surface of that sphere which would be the only way to touch the target, but the thing would not work because the surface of the sphere wouldn’t protect the target located inside, even if you didn’t shoot through the hole, which in my case is a must.

If the engines can’t be protected from pure indirect splash damage and nothing else, then I may need to think about the possibility of using moving brushes, but I don’t even know if it’s possible.

so i could be wrong and all that is easier than it seems - if somebody knows plz tell us - otherwise i think this is extremely difficult if not impossible to do, anyway good luck if you try it - start with the basic vehicle first to try what works and what not before u spend too much time on the map…

Yes, seems the wisest thing to do.

Zipp3R|PL

hmm so fantastic project you will need more mappers than you one…

Well mapping may not be the issue. The real tricky part comes with all these model/entities interactions. I feel like I’m pushing limits and that’s not what I should do when planning to do my first ET map. But that’s the only thing that interests me.

BTW : great project abaout Poland

:slight_smile: It was nearly a mistake from me. I never really checked if south Poland had mountains, but thanks to google, it seems that it works.

sock

The first problem will be the (mega)tank because you want it to act like some kind of inner level. Best thing to do will be to create a special area of the map which will act like the inside of the tank. This will solve the splashdamage issues and also give people a choice of which MG42 nest to go for.

You mean that I could fake a whole giant vehicle?
Trouble is that this vehicle will be moving inside a classical static and detailed map, with players running around the vehicle and things like that. As the Citadel is not meant to be the level, I just hope that I can make it act like a detailed tank.
It comes to make this whole little pile of brushes to act like a scripted vehicle.

Originally, there was a need for at least one player to stand inside the command deck to have the whole vehicle move, like the tugs in Rail Gun map.

Second problem is creating a model with four MG42 points on it. This is tag stuff and as alot of people have realised is not easy to do. You could create the model so that guns are protected and connected in the right area.

The real show stopper is the fact you want 4 MG42 points on the (mega)tank. The game was only designed for 1 and what you want can only be done with a MOD not the standard game. When you use a tank the player will be teleported to the single MG42 position and no where else. You are going to need a coder.

That’s why I was going to use several models as chavo_one worded it better than me.

gerby

Main problem is multiple script_movers, even if all set moving in consecutive lines of scripts, won´t actually move together - there can be slight delays.
You´d have to build your models with a slight overlap (not a real problem), and then hope that the discrepency is visual only - if the models were split in their real positions on the server, it´d be possible to get gibbed just by standing in the wrong place.

[quote]

That’s the whole trouble. A guy wlaks on the hull of the Citadel not far from one of the turrets and suddenly, because of lag concerns, the guy gets fragged because the turret moves with a significant delay, enough to sqweeze the player against the hull. But I think that there won’t be any possiblg gap where a player can be stuck and trampled.
The turrets would be the only problem, since the other parts, main hull plus engines, can’t be displaced that much. I mean, the engines will just be sitting deep inside a hole at the rear of the Citadel, so even if the Citadel or the engines are delayed, that would have no main consequences.
I think that this problem can be worked out.

grizzlybear

[quote]just link(tag) all the movers to the mover that is the construction(tank tracks)
then it is one to move

In the official V2 multiplayer map, there was that little chariot composed of several parts, with one thing circular piece of the front engine constantly rotating, and I never noticed any kind of delay, even during lagged games. I mean, I never saw the actual disc of the chariot’s engine ten feet behind hte chariot because a lag peak.
So in fact, there might be no issue at all.

edit:
got all confused about the toi’s and mg’s
i have 9 27_tag_beta.md3 (leggo blocks) linked to a script_mover each
these are tagged together to the destructable script_mover (tank)and 2 have the mounted gun attached, which show up in the right place

at the mo i cant grab either gun mmmm…

i was thinking it was because it was outside the toi but thats not the case
i think i dont have the tag_player_at_origin.md3 set right yet

if its realy HUGE move the ground instead

Cool news.