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Old 09-21-2008, 07:29 PM   #1
A1win
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Remember crossfire from HLDM?

So I came up with another idea once again. This seems to be small enough for me to actually get finished if the gameplay turns out fun enough when testing.

The core idea is from the HLDM map crossfire where there is a bunker and a button that starts a nuke countdown of a minute or something. If you are outside the bunker after that, you'll die. The main blast door closes slowly and there's a couple of hatches in the two towers of the bunker that close a bit after the main door has closed.

For this map, the bunker would probably be bigger than the one in crossfire and the rest of the map smaller. The nukes would be automated rather than pushing a button, let's say one nuke per 3-5 minutes or so. I still haven't decided anything about the layout of the map so everything's still open.

When the nuke (or gas or something) comes, each team gains 100 points for each living player inside the bunker. This way it wouldn't matter whether you were already dead or died to the nuke - you wouldn't get score in either case, only if you survived.

I like the idea so far and haven't got any better ones either, so I'll probably continue developing this... But I'd like to hear even more comments, ideas and suggestions before I start the actual mapping.
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Old 09-21-2008, 08:06 PM   #2
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crossfire was a nice map Hope you can make it for FF
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Old 09-21-2008, 10:35 PM   #3
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On the other hand, now that I think about it, I could make the bunker layout a bit like it was in crossfire. I got some kind of a vision, I'll try putting something up tomorrow.

It won't look like the crossfire bunker, just have the same layout - door in the middle with two towers next to it, except that the towers would be replaced by smaller round bunkers, a bit lower (but wider) than they were in crossfire and accessible by spiral ramps instead of ladders.

The middle door should probably be two doors instead, with a wall between them going a short way inside. This way you could at least get inside the bunker from two different big entrances even though they'd eventually lead into the same room...

I don't know about the inside layout yet, but it could at least have its rooms in the same places as crossfire had, probably of different shape and size, though.

I'll try to make it original but keep some nostalgy from crossfire at the same time. Doesn't sound too easy, but let's see how it turns out...
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Old 09-21-2008, 11:29 PM   #4
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omfg xfire. <3<3<3
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Old 09-22-2008, 12:49 AM   #5
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http://halflife2.filefront.com/file/...make_Map;54000

Someone make it work for FF
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Old 09-22-2008, 09:24 AM   #6
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Just to remind you, I'm not going to make a direct port of the old crossfire. I don't think it would play very well in FF as it is. Also the building area of the map is a bit useless as it's more like a death match arena, so I'm not even going to include it in the map, just put some bases there.

Do you guys think it would be appropriate to name this as ff_crossfire? I'm not so sure since it will be a lot different... So if not, any ideas for a name? I'll use ff_crossfire as working title anyway.

Last edited by A1win; 09-22-2008 at 12:42 PM.
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Old 09-22-2008, 12:56 PM   #7
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I think ff_crossfire is good. I don't really think someone will actually make a straight port of crossfire for FF, since the TFC version (4 TDM) was very messy and random, and not very fun to play either (At least to me >_>)
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Old 09-22-2008, 05:44 PM   #8
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Progress so far:
http://a1win.pp.fi/temp/ff_crossfire0011.jpg
http://a1win.pp.fi/temp/ff_crossfire0007.jpg
http://a1win.pp.fi/temp/ff_crossfire0009.jpg

edit: http://a1win.pp.fi/temp/ff_crossfire0012.jpg
Sleeping time... to be continued.

Last edited by A1win; 09-22-2008 at 11:30 PM.
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Old 09-22-2008, 06:01 PM   #9
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O_o

Win.

That's all. Move along or wait for new win pics.
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Old 09-25-2008, 06:15 PM   #10
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I haven't been able to continue mapping for a few days, first I was too tired for some reason and today I moved to a new apartment...

Anyway, I got this idea of making resupply rooms in the bunker like the ones in the original crossfire, but make one for blue team and one for red. The resupply rooms would allow anyone to enter them, but there would be turrets shooting the opposing team. However, when the nuke countdown begins, the turrets would deactivate and allow the opposing team to enter the resupply room aswell. This would allow each team to have some cover while they push for controlling the bunker, but wouldn't screw up the gameplay completely.

I'm not sure if this would screw it anyway, but I guess it's worth a try... or is it?
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Old 09-25-2008, 07:18 PM   #11
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Curved parts don't have enough brushes to look smooth.
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Old 09-25-2008, 07:22 PM   #12
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They also don't have enough brushes to cause FPS problems. There will be a large open area in front of the bunker and more complexity on the other side. It's called optimization, but I guess I'm too used to HL mapping... If it plays well after all is done, I might add some more curves.
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Old 09-25-2008, 07:40 PM   #13
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Use displacement walls
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Old 09-26-2008, 09:13 AM   #14
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Gief better editor for that then

I could use subdivide to make the walls, but no way I'm gonna go editing the ramp vertex by vertex as a displacement. Hammer lacks proper tools for editing displacements for other purposes than terrain. I also tried DispEd but when I touched any of the vertices in the prefab, it jumped to the center of the map or something.

edit: Sorry if that sounded rude, I just got frustrated a bit when I realized it would look better but I haven't mastered the usage of displacements yet. If you got any links to tutorials or tips of using them, let me know.

Last edited by A1win; 09-26-2008 at 02:37 PM.
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Old 09-26-2008, 07:03 PM   #15
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Couldn't you use the trick to make rounded corners via displacements to do all that?

IIRC, someone posted this somewhere on the forums - was it GambiT? Might want to try it.
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Old 09-26-2008, 08:06 PM   #16
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I know how to make rounded corners, just not how to make a ramp easily.
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Old 09-26-2008, 09:05 PM   #17
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I'd say don't worry about it. It'll likely look fine ingame with the right texturing/lighting. Non-terrain-displacements are just a pain. Always.
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Old 09-27-2008, 01:40 PM   #18
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Yeah... I suppose smoothing groups and shading should make it look smooth enough.

Are there any maps that have a system to detect which players are in a certain area or any ideas how to do so? Also would it be possible to detect sentries, dispensers and jump pads in a certain area?

Or should I replace the nuke with toxic gas and leave buildables unharmed?
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Old 09-27-2008, 09:08 PM   #19
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Quote:
Originally Posted by A1win
Are there any maps that have a system to detect which players are in a certain area or any ideas how to do so? Also would it be possible to detect sentries, dispensers and jump pads in a certain area?
Come on lua man! Yeah, those two tasks are fairly simple. Going to have to use trigger:ontouch and trigger:onendtouch and store collections of players, though. For buildings, you can just use trigger:onbuild (make sure the "FF Buildables" flag is checked on the trigger_ff_script).

For examples, check out how CZ2 handles player detection in the zones, and the nobuild trigger in base_teamplay.

EDIT: Or you could just have trigger_hurts in all the places you want people to die, and enable them when the nuke goes off.
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Old 09-29-2008, 05:11 AM   #20
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I was just wondering if there was some easier way

I need that for the score system so I can't just use trigger_hurt.

Last edited by A1win; 09-29-2008 at 06:01 AM.
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