minecraft castle

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floven1
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Re: minecraft castle

Post by floven1 »

floven1 wrote: EDIT: how can i get something to fall when shot?
or just fall?
i was planning on a few maps
with each arena exploring a different aspect of minecraft (16 or 20)
one where you have combatants riding in boats shooting at each other
one where you are in minecarts shooting at each other (this is gonna be a biggun)
one where you are fighting from opposite sides of a sinkhole
one where you shoot through holes in a dividing wall
one for speef
one for a glass fortress in the sky
one for fighting on a lake of lava
one for dropem (feel free to ask what these mean)
one for a regular arena WITH DYNAMITE
one where you race a flood of lava, try to reach the top as fast as you can.
one for an underwater house that floods when you break the wall and cieling blocks
four for various building and deconstructing games

dropem* fire a disk at areas on a wall to destroy corresponding blocks on the opponents side

spleef* run fast, breaking blocks beneith your opponents feet, and DONT FALL WHATEVER YOU DO.
mental block

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xistence
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Re: minecraft castle

Post by xistence »

This is way too muchfor several reasons, and as i surely don't want to frustrate you, you should read the following completly to the end:

a) before starting a concept like this, you need to check if the engine will be able to do this stuff. In your points, you have lots of destructable objects/effects... this engine is no HL2. There is basic physics for collisions on some hardcoded stuff, but mostly nothing that will dynamically react as you want to it do. So a lot of your points will already fail or demand from your side, that you are a total pro in working with dedit, so you can build 'workarounds'. But even those will be a disadvantage in performance for your map.
b) your map will be too big. Four areas... ok. Eight... let it be. But 16 to 20? When do you realisticly plan to finish this map? Even i (and i can create stuff fast in Dedit) would expect to have several months or permanent work, just to design the geometry, textures, objects message and testing. I would recommen just to take a few areas, thematically related together to create a smaller type of map.
c) as your planned map is so big, you will take away any enjoyment for players. Think about, that at these days only a few players will ever get online together, lets say 4-5. Such a big map and the players will never really meet, this can be frustrating. And even if you would get more players online, then the performance would go down.
d) i cannot see which of the current gamemodes would be cappable to act as 'host' for your concept. You want to do all at once, but each gamemode has its limitations (amount of player, can the be teams or not, point calculation, winning concept). None of these can match your concept right now.

There are even a few more points, but i don't want to discourage you, in fact i want to point out to this:
Lower your plans, do a small map in the frist. Try to create a DiscArena map, based on the example map, with just a few additional effect/stuff and some new geometry/textures. Try out things first and learn about the limitations of this engine, but do not plan to create a whole 'new game' as map.
That way you can find your success and you will want do more, which is the right way. If you start with such a great project, IMHO i think it will fail, and this is just frustrating for you and you will drop any plans, this is wrong. The ideas sound intresting and you should work with them as i would like to see them, but just in smaller portions.
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floven1
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What type of multiplayer do you like to play?: Deathmatch

Re: minecraft castle

Post by floven1 »

oop, forgot to mention.
not all of this is on one map

i think about four of these per map
so four maps

i am going to keep the higher-demand arenas to about one per map.

will a match ending reset all objects in the map to their original state, including destroyed objects?
mental block

no sig comes to mind


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xistence
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Re: minecraft castle

Post by xistence »

floven1 wrote:will a match ending reset all objects in the map to their original state, including destroyed objects?
This doesn't depend on 'match ending', as it doesn't reset anything, it just send a command, reacting on a 'event' that the match was finished. You have to handle any kind of reset or whatever must be prepared before a new round/match can start. Related to the rings, you need to put something into the prefab (i recommen to create 'destructable' objects as such) that can be triggered to reset your own destructable or whatever.
You definitly need to study the prefabs given to you by the tools, creating destructable stuff has some major issues: performance, handling (as it can turn out very complex) and errors. Working with lots of objects, sending messages across, opens doors for many errors and bugs. So study those prefabs well!
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