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a new map style

Posted: Wed Dec 09, 2009 9:05 pm
by floven1
i know that topics like this have been posted before, but I have an idea

how about a ut 2004 style assault map

is there any way to activate and deactivate start points?

how about making points for something other than derezes

Re: a new map style

Posted: Thu Dec 10, 2009 12:44 pm
by TronFAQ
floven1 wrote:is there any way to activate and deactivate start points?
Not in Derez maps. It can be done in other map types, though.
how about making points for something other than derezes
Some members of LDSO kicked around ideas about how to make maps, where you get points for something other than kills. It can be done, but the main problem is that when the map ends it shows the derez count but there's no way to show any other score at the same time. You'd have to know what the other score was before the map ended, and if you weren't paying attention then you might miss it.

Re: a new map style

Posted: Fri Dec 11, 2009 5:46 pm
by floven1
what about setting some sort of active conflict that would cause the engine to ignore some of the spawn points?
one problem would be making sure that the conflict wont cause any other problems

EDIT: or we could just make an assault style disk arena map. can you put derez weapons in a da map?

Re: a new map style

Posted: Sat Dec 12, 2009 12:12 am
by TronFAQ
floven1 wrote:what about setting some sort of active conflict that would cause the engine to ignore some of the spawn points?
Dunno. I personally can't see any way to make that work.
or we could just make an assault style disk arena map. can you put derez weapons in a da map?
Already tried that. Derez powerups don't work in Disc Arena. Also, most of the weapons in your player view aren't textured properly and look horrible. Though they do work. If you kept to strictly using only the forms of the disc (Primitive, Sequencer, Cluster), then they would be textured properly.

Re: a new map style

Posted: Mon Dec 14, 2009 3:19 pm
by floven1
for me, if it works, I'll take it. only if it looks so bad it detracts from the game will i not use it
I am going to try this.

EDIT: what if we had a central start area and the players spawned there and teleported to the next area
can you deactivate teleport points?
or better yet, with each completed objective, we could just lower a forcefield or something blocking access to the teleport point.

Re: a new map style

Posted: Thu Jan 07, 2010 6:23 pm
by floven1
floven1 wrote:for me, if it works, I'll take it. only if it looks so bad it detracts from the game will i not use it
I am going to try this.

EDIT: what if we had a central start area and the players spawned there and teleported to the next area
can you deactivate teleport points?
or better yet, with each completed objective, we could just lower a forcefield or something blocking access to the teleport point.
didnt realize edits dont show up as new posts
EDIT: just remembered, i dont know how to create da courses, ah well, the new dm technique it is then
also i would like to do a vehicle based map, can you have a brush, like for a road, go on forever in one direction, or am i going to have to make a ring thing of some sort

Re: a new map style

Posted: Mon Mar 15, 2010 7:00 pm
by floven1
i have begun work on tron assault, can i set a command to differentiate between teams, or add kills to a teams score?

Re: a new map style

Posted: Tue Mar 16, 2010 3:51 pm
by TronFAQ
Nope. At least, not in Derez.

Re: a new map style

Posted: Wed Mar 17, 2010 7:00 pm
by floven1
wicked idea, how about when one team completes the objectives, we seal all loosing combatants in a little room by killing all players and having the spawning rooms move, the oposite team will be locked in the spawning room, then the other team gets to shoot into the spawning room (the walls are one sided) untill they recieve the maximum kill count.

Re: a new map style

Posted: Thu Mar 18, 2010 2:11 am
by win3k
Morning chaps
we seal all loosing combatants in a little room by killing all players and having the spawning rooms move, the oposite team will be locked in the spawning room
In Derez? I don't think you can control which spawn point each team uses - see TronFAQ's CTB the map, for example, where players will spawn on either side of the map. This isn't for want of trying, but in simple terms, you don't really have that degree of control over things.

The closest you can get to it is to have a single player activate a switch (for example) in a safe room, then bring in a huge kill zone everywhere else. I did a similar trick to that in the Airstrike map, where (unless you're very stupid) the player that calls the airstrike is immune from its effects. I could easily have built that map to insta-kill anyone who wasn't in the central control room, but elected not to.

win3k

Re: a new map style

Posted: Thu Mar 18, 2010 12:31 pm
by floven1
im starting to think monolith was actively trying to stop creative mappers such as myself from doing things like this
so the arena start point team specifier does nothing in derez?
they must have been in a real hurry to have made so many mistakes and not corrected them

hey, that would explain the courses that came with the update too!

Re: a new map style

Posted: Thu Mar 18, 2010 1:22 pm
by TronFAQ
floven1 wrote:they must have been in a real hurry to have made so many mistakes and not corrected them
They're not mistakes. The Derez update was done on the cheap. BVG used Microsoft money to pay for it to be made. There was a limited amount of money, so Touchdown (aka Monolith) put the minimum effort into Derez mode.

We've all run into the same walls you have, before. The fact that there are no maps with ideas similar to what you've been talking about: they aren't absent for lack of trying.

Monolith's other games like NOLF 2 and Contract JACK have those kinds of features in their multiplayer. For example, NOLF 2 has a co-op mode. And Contract JACK has a mode called Doomsday where a team has to capture a point to win a match. The code was already there, and Monolith could have put it into Tron 2.0.

But again, they didn't. Because BVG was cheap. And then the worst part is that these things DID show up in the Xbox version, but the PC version was left to rot. And now the Xbox version's Multiplayer is dead (Microsoft is shutting down Xbox Live for the original Xbox), so no one will ever be playing those modes again anyway.

Disgusting waste.

Rant over. :twisted:

Re: a new map style

Posted: Thu Mar 18, 2010 7:00 pm
by floven1
nolf, i keep seeing that, what does that stand for?

Re: a new map style

Posted: Thu Mar 18, 2010 10:55 pm
by Mor.Evil-1
No
One
Lives
Forever

Re: a new map style

Posted: Fri Mar 19, 2010 3:56 am
by win3k
Morning chaps
im starting to think monolith was actively trying to stop creative mappers such as myself from doing things like this
We've all been there and done that. As you can imagine, building User Error was a whole world of hurts - go read up on cutscene creation, for example, in the docs (hint: it really won't take very long). The best way to regard it is as a challenge; once you've actually got something working in spite of the crapness level of the tools, you'll rightly feel proud.

win3k