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Old 09-05-2006, 04:36 PM   #1
o_cartosis
 
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Hunted Flow

Is there any theory or gameflow articles for the Hunted game type? Maybe someone can explain to me what makes a good Hunted map. I don't really know where to begin with planning such a map.
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Old 09-05-2006, 07:02 PM   #2
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You need:
-two or three routes for the civ to take at all times. The routes can cross, but you don't really want to force him through a single chokepoint too often.
-Lots of sniping spots that are protected, but that the bodyguards can attack to supress the sniper. For balance, make the better sniping spots more vulnerable to attack.
-The assassins should have their own territory which they can use to quickly traverse the level and get to a good ambush spot. In Hunted, this was the rooftops. It's mostly safe, but the bodyguards can sometimes invade this space to kill the snipers.
-Once in a while, provide an enclosed space for the hunted to hide while the bodyguards regroup. But never let him be completely safe.
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Old 09-05-2006, 07:11 PM   #3
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Thanks that helps alot
What about bodyguard classes? Is it ok to replace one of them with say the pyro or demoman or is Medic, Soldier, Heavy a must?
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Old 09-05-2006, 08:10 PM   #4
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I suppose he can be whatever class you want - It might be interesting to make the Hunted be a Demoman you have to escort to blow a bridge or something. Give it a whirl.
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Old 09-05-2006, 08:17 PM   #5
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I meant the bodyguards not the Civ, but now that you mention it that's a pretty good idea!

/me steals
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Old 09-05-2006, 08:46 PM   #6
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look at betrayed, it was a good hunted map, one of best looking hl1 maps too
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Old 09-05-2006, 09:40 PM   #7
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Quote:
Originally Posted by BumGravy
look at betrayed, it was a good hunted map, one of best looking hl1 maps too
but no one ever played betrayed :X
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Old 09-05-2006, 11:36 PM   #8
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Yeah but it was made pre-iraq invasion, there will presumably more interest in it in todays world judging by the amount of these style games you see these days.
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TFC mapping at its finest IMO. The author really took time to make sure this map played well and look good.

The author also added a sense of humor to the map. When El Presidente gets killed, the bodyguards hear military VOX saying "DAMN!" and the snipers hear "YES YES YES!".

Another thing that really adds to this map is the addition of a Rebel leader for the snipers team, who can be a demoman. Ammo is always in short supply for this demo, so he can't just spam pipes into the Hunted's party -- he has to be careful how he uses them.

An excellent map. I'd like to see this one come back from the dead.

aXon
Director, Pixel Map Reviews
You cant argue with that!
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Old 09-06-2006, 03:36 AM   #9
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My friends and I played Betrayed quite a bit a while ago. Usually we annoyed the heck out of the assassins when we conced the Hunted to victory
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Old 09-06-2006, 12:38 PM   #10
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It was usually too damned big for the casual player to download through the server. Now that we can put up our own dedicated map server through our personal hosting, it'll be a lot easier to spread around the custom maps.
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Old 09-06-2006, 05:10 PM   #11
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RAWR HUNTED!

Okay, some good things to have:

Multiple exits in each area.
Plenty of areas for backtracking.
Clearly-defined areas. (Hunted has Main Road, Building One, Building One Roof, Alley, Ruins, Ruins Roof, Storage Area 3, Storage Area 3 Top, Yard/Field, Ruins Exit, Warehouse, Towers, Sewers, Resupply, etc...)
Assassin-only routes/doors. (Hunted: top floor of Building One, Ruins top floor, Sewers)
A mix of open/closed areas.
Alternate routes that require assistance to get through. (Hunted: Vent up to Storage Area 3)
A starting area the Assassins can't enter.
An easily-guarded final exit.

Typical classes...

Assassins: Snipers (duh), sometimes a Demoman (1) or a Spy (1).
Bodyguards: Soldiers, Medics, HWGuys, Pyros (sometimes), Demomen (sometimes), Snipers (sometimes).
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Old 09-06-2006, 09:49 PM   #12
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a spy assassin? that'd be very mean
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Old 09-06-2006, 10:25 PM   #13
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Originally Posted by Fragile
a spy assassin? that'd be very mean
But would require more teamwork on the bodyguard's side.

"Bill, is that you at B Roof?"
"No."
"Oh shi-"
Assassins Score!
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Old 09-07-2006, 12:41 AM   #14
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keep soldiers outta high places where they dont belong..

unlike hunted where they can jump on the damn roof :/
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Old 09-07-2006, 02:47 AM   #15
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A 1 spy assassin map would be pretty awesome, like The Hidden almost.
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Old 09-07-2006, 03:50 AM   #16
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It's been done. ejg2_hunted I think. Only 1 Spy was allowed, but with good comms it's pretty easy to get around. Unless he spams pills.
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Old 09-07-2006, 03:55 AM   #17
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Those ejg_ maps should be drowned.
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Old 09-07-2006, 01:05 PM   #18
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Quote:
Originally Posted by MJ
keep soldiers outta high places where they dont belong..

unlike hunted where they can jump on the damn roof :/
I was thinking of taking out soldiers altogether :S
When I play hunted I always RJ to the roof, cross over to the ruins and use the back entrance to the exit zone

Thanks for the advice guys.
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Old 09-07-2006, 01:23 PM   #19
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If you take out soldiers and make it a tight, close quartered map, that would make it pretty even on both sides. The soldiers are a necessity on hunted, otherwise all 5 of the snipers would be on the roof of the first building, sniping everyone that came out since no one could get up there. Unless, of course, there are concs on hunted. Its been forever since I've bothered playing it and I have no idea.
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Old 09-07-2006, 02:42 PM   #20
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I've seen medics conc to the first roof a couple of times but I'm not sure how effective they are up there :S
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