I’m in the brainstorming stages of a map that I am hoping to build and I was thinking that a great objective for the allied engineers would be to build an underground tunnel for the allies to run through and bypass a concrete wall. I was wondering if anyone here thinks that this would work.
Underground Tunnel
Building an underground tunnel seems a little wierd, albeit quite possible. However, maybe it would be better to have a tunnel with a barrier or something and then the Allies can destroy it and Axis can rebuild it… it just seems more likely to me…
Build the tunnel and then block it with something. When you write the script for your func_constructable, make the blockage turn to rubble when the construction is completed.
Like they say: make tunnel first. THen fill it with stuff. Have the engineers remove the stuff, with their pliers. And also: have an area in the tunnel with water. Have engineers to repair a pump, to drain tunnel (like Oasis).
And, besides these two obstacles (above), you can also have a wall. A wall that stops the players when they are halfway thru the tunnel. Only way to get past the wall is to dynamite it.
But, perhaps all these obstacles will make players think: “This map has too many engineer objectives!” or. I dont know. Try it.
// L.
Did that in MP_ROCKET for RTCW and it worked very well. Just setup the the rubble as a func_explosive and let one team dyno the objective. Remember to add some empty space where the rubble fell from in the tunnel roof.
Sock
:moo:
Perhaps, if you’re feeling daring, you could make it a multi-stage construction where the tunnel is dug out in three sections using the same crates.
Would need a way for the Axis to either fill it in again, or to build some form of blockade (unless this tunnel only provide an alternative route into an area of minor importance). Of course, being made of dirt, the axis could mine it to all hell, so the buildable blockade wouldn’t be totally necessary.
Good idea though, I like the idea of “deconstructing” something rather than constructing.
I have somthing similar in the map im working on now, where a bunch of chemical pipes have burst, making an area of the ‘access tunnels’ impassable. Players have to use the engineer tool on certain pipes and rubble piles in order to ‘clear the way’. Its an easy thing to script, working by just toggling the state of func_static entities on/off based on the state of the ‘construction’.
It would be just as easy to apply the same thing to creating the illusion of digging out or filling in a tunnel.