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Old 12-31-2013, 10:01 PM   #1
ddm999
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ff_cornfield_skills - the design, and how I need help

I'm thinking of making a map based off of ff_cornfield.

But without, the IvD gameplay, and instead, a lobby room, with teleports to every individual skill part in it.

These individual skill parts will be small parts of the level (copied, pasted, cut up, surrounded with dev textures), with markings on where to trimp / double jump / surf, and teleport back zones, etc. if the skill is failed.

For certain skills (for example: double jumping off the transition of sewer to grass on the path to cp2, then bhopping along the thin brick wall separating the field from the path all the way to the actual cp itself), there will be medal awards and high scores.

In the example I've used, this will be the speed the player is moving when they reach the CP area. Of course, the field and the path themselves will be OOB, and reset the player back. (I'd use 450 as bronze, 550 as silver, 600 as gold.)

For another example, let's take that same double jump we've just used, but instead of taking the wall, let's see how far the player can get along the field from said double jump. Here, the high scores would be based off how far the player went. (But how the shit I work that out, I have no fucking clue.)

For a third example, let's take the area in front of CP1. Here, we'll have a route of going from the bit right in front of the CP (with the boxes in), going through the stream under the bridge, then double jumping up the hilly path back onto the bridge, and bhopping back across the bridge and along the side to CP1. Here, the high scores will be the time it takes for the player to get from a marked line (probably the start of the stream) to the CP. (I have no idea what the times are, so I won't say medal times.)

For the fourth and final example, we will take the whole area of the map between 2 CPs. Simply get from the CP to the next one in the fastest time.

This is how the map will work, (and all the types of medal awarding too).

HOWEVER!

I will need help from you all, to find the best routes in the map (even small ones that won't have medal awards like double jumping from the debris in front of CP1 onto the CP itself), because the _skills map's task is to make it easy for new players to learn the quickest routes to a map, while also making it enjoyable for veterans such as yourselves to set new scores, beat your friends, and get better and better at the dumb shit you love.

(aka. djumps onto boxes. everyone loves djumps onto boxes. right? right.)

TL;DR worthy posts, brought to you by ddm.
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Old 01-01-2014, 12:30 AM   #2
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Why not just make a skills map?
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Old 01-01-2014, 02:26 PM   #3
ddm999
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3 reasons:

1 - too lazy

2 - want to pwn ppl at high scores

3 - show off mad (bad) lua skeels
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Old 01-02-2014, 12:03 AM   #4
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Not good reasons to butcher cornfield.

You're creative. You don't need a prefab backdrop. Make something new and exciting.
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Old 01-02-2014, 02:19 AM   #5
ddm999
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I've tried many times, but it people aren't interested in small corridors, little height variation and crap textures in a map that's accidentally 2v2 sized.
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Old 01-02-2014, 03:50 AM   #6
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Quote:
Originally Posted by ddm999 View Post
I've tried many times, but it people aren't interested in small corridors, little height variation and crap textures in a map that's accidentally 2v2 sized.
Then, uh, don't do that?
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Old 01-02-2014, 04:49 AM   #7
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Also if you want to show off your l33t lua skills you could make my MGE lua.

http://forums.fortress-forever.com/s...3&postcount=93

You know, just like, if you want.
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Old 01-02-2014, 11:03 AM   #8
ddm999
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How do I show off l33t lua skills by doing something that I can't even do because it's impossible.

Don't know why I never posted that.

- The med buff has no controls in Lua. (but it's possible to use a decrease multiplier to damage, and slowly take damage to a set amount)

- Multiple arenas == multiple collections. (I ain't that good at collections, but I'll give it a shot.) You need triggers on the ways in/out of each arena, and I can make them location style triggers that also set the player to the arena's collection. (Obviously need info_ff_teamspawns

- Resup on kill is really easy. (If by clip refill, you mean ReloadClips(), which puts a full clip into the gun, I can do that too. - obviously I know you want max ammo again.)

- Grenades?

- Class limits?

- other stuff?

- some reasons why i cant be arsed to do this?
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Old 01-02-2014, 01:12 PM   #9
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start something from scratch ur one skill map was a big hit for like a week until squeek beat it and everyone gave up cause his time was so low
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Old 01-02-2014, 09:03 PM   #10
ddm999
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xd that is true...

I'm working on a map, now. (literally, right now)

And, I'm being
Quote:
Originally Posted by homie in reboks'
creative
...

well, as creative as I can be aka. I've pretty much copied epicenter and turning it into normal ctf.

(copied is prolly not the best word for it - I'm using my memory of it, and have remade the base route from it - kinda like how I made ff_avanti_ctf, except I checked the brush sizes of avanti in hammer when making that)

It should play differently (and people will actually play it - and I won't use the strangely different rctf lua only used in epicenter).
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