Tactical shooting course for individual training


(Ifurita) #1

http://www.pcgamemods.com/11139/ <— Alpha1 build, still very early

From the Readme

Map Name: Tactical_a1
Author: Ifurita
Build Time: 10 Hours
Status: Very early alpha <— this means it is a very raw build
Number of Players: 1

Instructions:

  • Fire up the game and load the map
  • Spawn
  • Grab the key, the doors will open and your run will start
  • Engage each of the 30 green targets with 3 rounds
  • As you move through the course, doors will open allowing your access to the next area
  • Failing to make it thru a door, they only open for 5 seconds, will result in gibbage and your run will be terminated
  • Once you’ve killed the 30th target and moved thru the exit doors, you will be teleported back to the starting point
  • When you successfully complete a run, your time will be outputted. Runs taking more than 2:00 minutes will be recorded as 2:00 minutes
  • There are 2 ammo cabinets located at various points, but you must be smart about reloading and conserve ammo.

Feedback, input, and suggestions can be left in the Splash Damage forums

Screenies

Simple map. Grab key to open doors and start run. Map resets when key is dropped or captured (exit point)

As you work your way thru the map, you’ll encounter targets that must be killed (3 shots a piece)

In a variety of situations

Once you finish killing all 30 targets and exit, you get a time output

Cheers


(eskimo) #2

I had a bit of a play with it, looks good :smiley:

a few things…

  • Could an optional time limit be added? Maybe a switch on the wall or something for easy medium and hard :smiley: This would probably need to be play tested.

  • Maybe the option to turn off ammo racks or limit ammo somehow might be good.

  • The boxes could move on much longer tracks, forcing you to move around a bit more. They could also move faster. One moving impossibly fast would be cool, like trying to shoot someone while they are falling; fast moving hitboxes are a bitch to hit, could be good prac.

  • I liked the idea you had of one square at the beginning or end or something, that would move at sprint speed and have infinite health.

  • Maybe some high boxes that you could only destroy with nades?

  • The targets definitely need to have annoying world leaders on them.

  • Some targets that you could kill with headshots, or headshot only :smiley: (or did my noob aim keep missing their heads?)

  • log of best times?

cheers


(Ifurita) #3
  • I am planning on triggering the hurt brushes as set intervals to add time pressure to people moving thru each phase, e.g., if you haven’t cleared the first 3 targets in x seconds and made it thru the door - GIBBAGE!!

  • I can definately tweak the paths, speeds, and target sizes

  • I’m probably going to add the hidden arena from Decerto into the map, to provide for an arena to just practice target tracking and sensitivity tweaking

  • A lot of targets will get resized to headshot size

  • Can’t keep a persistant log of times AFAIK.


(eskimo) #4

sounds good :smiley:


(LaggingTom) #5

Chocojump can keep a high score for as long as the map is loaded.


(kotkis) #6

Times faster than one minute don’t get displayed after completing the map? I did a time of ~58 secs and it only said “Run Successfully Completed”.


(Ifurita) #7

Hmmmm, it should report times as low as 45 seconds. I’ll take a look at that


(Ifurita) #8

Found it - doh, stupid error.


(kotkis) #9

I think I found another bug. After completing the map it reported two different times:

http://koti.mbnet.fi/ote/strange.jpg

The first time is not correct. Btw I really like the map :]


(Ifurita) #10

Yeah, it’s related to the first problem:


	trigger time_output
	{
		globalaccum 0 trigger_if_equal 65 time_counter display45
		globalaccum 0 trigger_if_equal 66 time_counter display46
		globalaccum 0 trigger_if_equal 67 time_counter display47
		globalaccum 0 trigger_if_equal 68 time_counter display48
		globalaccum 0 trigger_if_equal 69 time_counter display49
		globalaccum 0 trigger_if_equal 60 time_counter display50
		globalaccum 0 trigger_if_equal 61 time_counter display51
		globalaccum 0 trigger_if_equal 62 time_counter display52
		globalaccum 0 trigger_if_equal 63 time_counter display53
		globalaccum 0 trigger_if_equal 64 time_counter display54
		globalaccum 0 trigger_if_equal 65 time_counter display55
		globalaccum 0 trigger_if_equal 66 time_counter display56
		globalaccum 0 trigger_if_equal 67 time_counter display57
		globalaccum 0 trigger_if_equal 68 time_counter display58
		globalaccum 0 trigger_if_equal 69 time_counter display59
		globalaccum 0 trigger_if_equal 60 time_counter display60
		globalaccum 0 trigger_if_equal 61 time_counter display61

I forgot to adjust some of my trigger values, so you can see that if_equal 61 triggers both display51 (0:51) and 61 (1:01)


(Mammoth Entertainment Inc) #11

its a good idea, looks pretty good too


(Aikon) #12

This is a very good idea for aimtraining.

But Iffy, would there be any chance of you making the target like actual player-hitboxes? Maybe if you’d cooperate with Bani you could check out the ETPro hitboxes and get those to be used as the hitboxes for the targets? And as a touch for the eye, you might even add player models ^^ (I dunno if that’s legal with Splash damage tbh, but if it is, it would make sum suhweet eye-candy).

As an echo to my first sentence: this is an excellent example set for future training maps, perhaps a whole breed of these could come out (eg: sniper-practice/1o1 combat with moving targets/scenarios of maps where you could run into a bunch of enemies/mini-games where you have to get into a magical castle, kill all the enemies, and then kill the end boss…ok, my imagination has gone kinda wild, but my point is that the list is endless).

Also, are other players allowed to develop maps with this theme? I’d like to make one myself and afterwards I’ll add you in the README.TXT for the bringer of the idea?

[Soz for my bad english, if there are some points which would be unclear, please post so, so I can point them out]

Ps: please note that I’m not gonna steal your idea, I was just wondering if it could be borrowed to be used in self-made maps.

Thx 4 your time.


(Ifurita) #13

No! Screw you, concept thief!

:wink:

Go ahead, use whatever you want. I’ll probably publish the source when it’s done.


(Aikon) #14

Lol, when I read the starting of that post I was like: “o.O”…
Thx m8, I’ll be sure to add you in the readme.txt! :wink: All hail teh Iffz0r!

This might be the start of a beginning of a lot and a lot and a series of maps which never end and…well…keep on going to the end of the lot. (If you understand what I just said, :banana: ) :nag: <- Aikonian for: I am going to rape this concept so hard, even it’s little maps will feel abused! è_é