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Posted: Wed Jan 07, 2004 3:59 pm
by Bullet
Bob_The_Engineer wrote:
Bullet wrote:muahahhaha! i have the power to persuade u to make new forums.....muahahaha ;) :D

rar somewhere for me to post like fck! :lol:
Quick someone ban his IP :)
but im on dial up...my IP is always changing....and i post from school... :p

o and :*( u wanna ban me :*(

Posted: Wed Jan 07, 2004 4:55 pm
by Sputnik
Worm wrote:You/we could make a "suba"/"underwater city" map/room (just dont make the water hurt you), that could be fun :nuts:

Or a rooftop map (like matrix) :nuts:

hall of windows that dont break, that you cant see until you run into them :nuts:

:o bed time
Yeah a water room would be nice, although it's a notoriously awkward and laggy entity :(

And yeah, a rooftop, lo grav map might be nice :) Kinda like that Morpheus map from Unreal Tournament.

Posted: Wed Jan 07, 2004 5:21 pm
by Wintermute
FWIW, my initial ideas on the possible 'fun' rooms:

Start
- replace the airlock style start of allinone with a small 'assault course'.
Nothing too big, maybe just a couple of climbs, and jumps, leading to a platform accessed by a ladder which houses the buttons for area selection.
- kinda like a small version of the assault course Lara Croft has in her garden, deisgned to narrow as you approach the final ladder; but kept as small as possible so as not to become annoying at round start.

Knife
- Futuristic arena which keeps getting smaller (i.e. walls move inwards). Chuck in a couple of fun bits and pieces (ladders, moving platforms, etc) and maybe 'spike' the walls - sort of Mad Max meets the Killing Floor (from Johnny Mnemonic - d'oh I've gone all 'Gibson' again) :nuts:

Grens
- not sure really, but would like something a little more interesting than the usual "tennis" style map- maybe some platforms, or some moving things to bounce grens off.

Pistols
- gotta be a Wild-West style shootout, maybe restricted to duals

Love Sput's idea of a shootout on a moving train and a zero g area.
FWIW, I reckon each area should have a very distinct "theme".
Not sure whether this could be achieved using std textures (with a couple of custom ones for the labels, etc); or whether it would be feasible\worth it to design new ones.
:shrug:

Posted: Wed Jan 07, 2004 5:30 pm
by Bullet
Wintermute wrote:Not sure whether this could be achieved using std textures (with a couple of custom ones for the labels, etc); or whether it would be feasible\worth it to design new ones.
:shrug:
i made some which r basically jst black boxes with the words on them.

there big ones (128x128) saying:

ASSAULT RIFLES
SNIPER RIFLES
SHIELDS
PISTOLS
SMG'S
SHOTGUNS
GRENADES
KNIVES
PARA

and small ones (128x32) saying:

AUG
SG550
SG552
AWP
AK47
M4A1
SCOUT
G3SG1
MAC10
TMP
UMP45
P90
5.7
P228
ELITES
DEAGLE
GLOCK
USP
FAMAS
GALIL
M3
XM1014
MP5

thats all im using for mine. :thumbs:

o n i like the ideas for the different zones n the spawn area.

Posted: Wed Jan 07, 2004 5:33 pm
by Sputnik
Wintermute wrote:FWIW, my initial ideas on the possible 'fun' rooms:
A few initial thoughts on your initial ideas :)
Start
- replace the airlock style start of allinone with a small 'assault course'.
Good idea. The start definitely needs to be much better - while the mechanics are nice, it looks horrible and boring. And more of a challenge to be The One is a good idea, although be careful it isn't so complicated/long that it gets boring doing it at the start of every round :)
Knife
More good ideas, but Johnny Mnemonic was Keanu Reeves :p
Grens
- not sure really, but would like something a little more interesting than the usual "tennis" style map- maybe some platforms, or some moving things to bounce grens off.
Yeah.... I'd be tempted to ditch them completely tbh, but people seem to like grenade maps :D They're a bit too laggy and boring for me :)
Pistols
- gotta be a Wild-West style shootout, maybe restricted to duals
There's a map I can't remember the name of that's exactly that :D Worth copying though ;)
FWIW, I reckon each area should have a very distinct "theme".
Not sure whether this could be achieved using std textures (with a couple of custom ones for the labels, etc); or whether it would be feasible\worth it to design new ones.
:shrug:
Yep. I was planning on using some textures I've made for cs_spent in one or two of the areas, and as much variation as we can get is definitely a good idea. The problem, though, is that we'll end up with a number of main textures that aren't used much, upping texture memory usage :? We'll see though.

Posted: Wed Jan 07, 2004 5:35 pm
by Wintermute
Sputnik wrote:More good ideas, but Johnny Mnemonic was Keanu Reeves :p
Yeah, shame the only Gibson short story Im aware of being made into a film was so crap - not a bad attempt, but Keanu isn't convincing unless he's going "whoah dude" or "via con deus".
:nuts:

Posted: Wed Jan 07, 2004 5:44 pm
by Sputnik
Bullet wrote:as for changing textures....is that done with func_wall_toggle or is there some other way?.....or changing the render of a texture from say normal to flicker (so the texture looks the same as the light that is next to it) so that when u turn the light on, it and the texture both flicker... :?
There's more than one way, but I'd probably use env_renders for that kind of thing, yes :) Could also use toggles, though, or toggleable textures.
Bullet wrote:loads of stuff
Beams are a very mixed blessing - they allow you do do many, many wonderful things because of how they work, including triggering things randomly (de_blockwar :) ). But they're also laggy, and are therefore often just too inefficient :( It's jsut another trade-off to be played with :)


That's a good idea. I think most methods will create a bit of lag and have scope for telefrag problems, but that might well be the best way of doing it.

Posted: Wed Jan 07, 2004 5:46 pm
by Sputnik
Wintermute wrote:
Sputnik wrote:More good ideas, but Johnny Mnemonic was Keanu Reeves :p
Yeah, shame the only Gibson short story Im aware of being made into a film was so crap - not a bad attempt, but Keanu isn't convincing unless he's going "whoah dude" or "via con deus".
:nuts:
:lol:

Sorry, I stand corrected by your superior knowledge of literature :D

Posted: Fri Jan 09, 2004 7:23 pm
by PeaceBreaker
for the 'assault course' kind of start, how about a race (with func_conveyors) where there is a small race track where the player hs to jump / duck to avoid something (laser/trigger_hurt / block to slow them down) and the winner (both teams take part in the same race) gets to choose the map (spawn points are random or the obstacles are random)

so what you think? sounds hard i know....... but it's fairly simple except the randomness of the obstacles.

:p