id like to see some fantasy maps, nothing to do with wwII. just like a coughforestcough
or maybe something like a somple map with random spawn points, lkiek they change randomly every ten minutes or so.
Post Ideas For Mapmakers Here
Adventure/ strategic features in ET
Actually, IMO, one thing that prevents ET from beeing a (somewhat simple on the manipulation side) all-purpose (1940ies…ok) first person real-world environment is the absence of multiple simultanous keys (red key for red door etc). I’m thinking in terms of more adventure type / even strategy like features like eg early versions of civilisation.
Redflag/ blueflag
As far as I understand the team redflag/ blueflag -system, the game can not tell the difference between two different flags of the same colour picked up at different positions. Only the deliverypoint can be used/ detected in the scripting.
Including text instructions ingame
The target_print (http://www.splashdamage.com/forums/viewtopic.php?t=5481) in itself adds the possibility to add more complex ingame instructions (I mean: you find a note, it reads: You will have to A, B, C to open the door in the library.) and hence the possibility to have complex and (randomly) changing chains of actions that needs to be done to complete the objectives in one single map.
Simple Strategy-like example
Say that you have to cut down wood and carry the wood to the “village” to get woodscore. Then when u have 20 woodscore u can build a house/ fortification. (I mean: func_constructibles are moveable, so you can build the fortification “anywhere”) Now you have increased protection from the other team.
Then u have to get water to sustain the village etc etc -> as complex as the 255 brush enteties (I think the limit is) allows you to. You can even have ingame meters/brushes (Im thinking eg password2 digits) in the center of the village, that shows the status of your village, water, food, even moral -> chargetime/ respawntime etc etc and then build canals, grainaries etc
First team to reach/build civilisation score of 100 wins, and of course you can go raid the other team instead of building your own village.
and even steal their supplys.
(You might even use trucks to increase the woodload from the wood to the village and build tanks to go blast the opposing teams village.)
The problem
So, bear with me… can you think of any way to include such keys in ET? I remember reading a post somewhere that they are not included? Or are they in the engine and the enteties are just not in the .def? Quake 2 had such keys as far as I know.
I can think of ways to have several separate keys with the use of scripting, though not at the same time (ie who has what key).
It would really do stuff to ET capabilities if this could be achieved.
And btw I’d also like world peace, freedom for all and a large sum of money delivered to me before the week ends. Thankyou.
cheers
Erik
I’m making a meso-american map. After seeing a picture of Machu-Pichu I was hooked on the idea. I think it will turn out pretty good. I’m always in search for something different
Wow olaer069… does that mean random objectives are already possible? Wheeeee… I hope this gets extensively used! Of course this could get confusing briefing-wise… but so what, imagine the defenders having to look around to see where eg. the docs are… then keep the attackers from getting anywhere near the whole objective area, to hinder the from finding out what exactly they have to do haha!
Yeah, I had a similar idea: a hut/bunker/facility/whatever in a dark forest (or other terrain, as long as it’s dark), and say 8 spawnpoints around it. This would allow the attackers to change spawnpoints to try different routes to the objective, and hopefully coordinate and plan stuff like diversions etc.
hmmmmm…what about a forest, that would be a good map.
mmmmmmmmmmmmmmmmmm…snipers heaven, mmmmmmm i can taste the tk! mmmmmm tastes like fire. mmmmmmmm :chef:
There is already a Aztek type and forest maps being made now.
http://voiseymms.com/forest.htm
http://www.planetwolfenstein.com/tramdesign/degeneration/mod_degeneration.html
One idea I have is would not be a simple task at all. A subway with two trains running a looping track. Build the tracks so if someone gets caught by the train…crunch. Notches in the tunnel so if they time it right running, they don’t die.
The other is just as hard. A building that can actually be destroyed.
Another is simple. A stone bridge with walkways on the side of it. Wide platform in the middle of bride, keeps the walkways from seeing the other side.
did some testing on this one…
You will have to use script movers as building blocks, as they accept damage-hp wise from other brushes and entities. func_explosives just don’t do that.
To make sure brushes never are left hanging mid-air, to me the only feasible way is to have lower brushes inflict more damage when destroyed etc (upwards and chain-like)
Could try using func_explosives, but chaining them upward using target/targetname
Been there done that no-one played it.
And it was a lot simpler than that, it simply required 2 people to press a couple of switches simultaneously.
You rarely have enough cooperation on a public to get ammo when you need it. More to win the level? I don’t think so 
… I hear u…its kinda sad…
well I keep thinking there is a teamspeak crowd that would want more complex map. I would get bored if I just used teamspeak to rip non-teamspeakers to pieces…
A map that (almost) requiered teamspeak… thats not a totally dead end perhaps…even if it never will hit LGND pub servers… 
Yes, but only as long as you don’t want several brushes pointing upwards at different, but not mutually excluding, sets of brushes. (eg a brickwall)
because: all that target A will automatically target all other entities that are targeted by all others that also target A (ie we are talking about one target-> targetname pair).
This makes eg a brickstructure wall “impossible” and you’ll have to add target_relays as intermediaries.
But yes, ingame environment that breaks or are severly affected by gameplay …entire houses that blow…etc … bring it on… 
Good point.
I suppose another option would be to do it through scripting, but that would be a lot of script 
how about a trench-warfare level ? The allies start at one side, facing several really tough obstacles with lots of flags on the way. Whenever a flag is captured it’s a new allied spawnpoint and all the other flags between this flag and the allied start point are removed and become fixed allied spawn poins.
This would result in some pretty heavy and intense fighting because once a flag is removed the allies can no longer be pushed back beyond that point so the axis have to move heaven and earth to protect their flags / fortifications and the allies have to constantly push forward.
This would be ideal for some mormandy fighting, first the allies have to take the beaches and than take the axis fortifications to move inland.
Or some old fashioned WW1 trench warfare with miles and miles of deep trenches and fortified strongpoints.
A 2Fort style map but scaled up with snow and moutains and a figure 8 tank route and lots of buildables and twin objectives.
