Ello,
At the moment I’m working on a small project, namely trying to pull off a port of the GBA/Gamecube title “Wario Wares Inc.” to Enemy Territory.
(http://www.nintendo.com/gamemini?gameid=m-Game-0000-1643 for more info on this game).
A short description (as converted to ET) :
You, as a player, get presented with a micromap* with an objective that has to be completed within 5 seconds (the time ammount is still due to changing) : If you succeed in completing this objective, you will score points and get spawned to the next (random) micromap, where you again have to complete an objective within the set timespan.
If you fail to complete the objective within the timelimit, you lose all your points gathered, and start all over again.
*micromap explanation : The map is divided in several parts each with their own objective (for instance, the multiple arenas used in the Quake 3 mod, Rocket Arena)
Whereas I got plenty of ideas for objectives and little minigames ; those will come at a later date, as i first have to get the base-entity framework solid and bugfree.
When this is done I can properly test if the concept/gameplay is as much fun as the originals.
For now, I am mainly looking for suggestions/help, to pull off a few combos within an unmodified ET (except for the updated entity .def file, that can be found in this thread : http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6243
)
Proposal of mapstructure :
The map itself contains several micromaps, all individually enclosed with brushes : For instance, you have :
Micromap A – Objective : Press a button
Micromap B – Objective : Dodge 5 rockets
Micromap C – Objective : Jump over func_platforms towards a teleporter
Micromap D – Objective : Shoot 3 targets
Micromap E – Objective : Retrieve and capture an object
The system I am thinking of is :
A) You get randomly spawned in one of these micromaps and faced with the objective.
B) Trigger a func_timer , that is linked to a trigger_hurt, covering the whole map (func_timer == 5 seconds)
C) Trigger an on-screen timer to know when you should have reached your objective.
Two scenarios :
First :
D1) The objective is completed (either retrieved the objective, shot the 3 targets, presed a button, etc)
E1) Reset the func_timer/trigger_hurt
F1) Award X points to player
G1) Reset on-screen timer
H1) Teleport to the next micromap
Second :
D2) The objective is not met
E2) Trigger_hurt kills the player
F2) GAME OVER
This is a very rough layout, but only to set a , hopefully, clear example of what I am after.
So more or less, I am looking for some entity wizards, because with my current setup (see end of post) doesn’t work 
And since this is more or less the most important part of the project/test phase before i haul it over to a complete mod, I would like to get a bit input on this from other people.
Things I’m looking for :
- Re-usability of ents / ent-combos
- Bug-free ents
- Versatile scripts
Ok, any help/thoughts/suggestions on this is appreciated : Here follows the setup i have at the moment (which doesn’t work)
- The player gets spawned in micromap A :
- Triggers a func_timer with a trigger_multiple brush
- The func_timer is targeted at a trigger_hurt, covering all of micromap A
- There is a func_invisible_user that can be ‘used’ to trigger a target_teleporter, teleporting to any micromap, except A.
For any questions / clear-ups : Post 'em here ; Thanks in advance.

