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-   -   Idea: Spy Skill Map (https://forums.fortress-forever.com/showthread.php?t=17470)

Sebhael 09-20-2008 12:10 AM

Idea: Spy Skill Map
 
Alright, I came up with this while I was at work today...
It's just an idea, and not concepted very throughly.

What it basically is, is a map with a series of rooms.
In each room, there is 2+ sentries placed strategically. (Watching each other, hidden well, etc etc.)

Now, each room has a locked door; to get through the door the spy team must destroy the sentries.

Could add more of a "frenzy"; by maybe having it a team thing. Where there's two (or more) paths; one for each team. First to the end; wins.

http://sleekupload.com/uploads/thm/asgdfg_thm.jpg

I would reckon that it would take a bit of LUA'ing, which I don't know/want to know. Since programming does nothing but give me a headache...

I don't know if it's a good idea or not, what do you think?
Ideas?

v3rtigo 09-20-2008 12:41 AM

Um, wouldn't the spies just dress up, sabotage the SG's and have them destroy eachother/themselves? And if you prevent the disguising, what's so spy about destroying them?

Sebhael 09-20-2008 12:52 AM

Quote:

Originally Posted by v3rtigo
Um, wouldn't the spies just dress up, sabotage the SG's and have them destroy eachother/themselves? And if you prevent the disguising, what's so spy about destroying them?

Hm, see. I told you I'm an idiot.

My IQ is at an all time low.

Hi, my name's frank.

Oh.
A butterfly.

squeek. 09-20-2008 06:57 AM

We somehow need a red-light-green-light map made. Somehow...

Sebhael 09-21-2008 02:35 AM

Quote:

Originally Posted by squeek.
We somehow need a red-light-green-light map made. Somehow...

Hm. Explain this?

squeek. 09-21-2008 06:05 AM

Quote:

Originally Posted by Sebhael
Hm. Explain this?

You will see. Maybe. Okay, I'll just explain it.

1 team of spies, 1 team of snipers.

The spies have to make it down a hallway

On green light, snipers are in a pitch black room and can't move. The spies can run during this time.

On red light, the snipers spawn on the edges of the hallway (on ledges, maybe). The spies have to cloak before the snipers can see them and shoot them.

I'll cook one up real fast and see how if it'll work.

A1win 09-21-2008 01:00 PM

Wouldn't it be better if you just closed the hatches from the sniper deck to the hallway so that the snipers could take their positions before the hatches open again instead of randomply spawning them around?

Sounds like fun anyway :D

Iggy 09-21-2008 05:12 PM

Quote:

Originally Posted by squeek.
You will see. Maybe. Okay, I'll just explain it.

1 team of spies, 1 team of snipers.

The spies have to make it down a hallway

On green light, snipers are in a pitch black room and can't move. The spies can run during this time.

On red light, the snipers spawn on the edges of the hallway (on ledges, maybe). The spies have to cloak before the snipers can see them and shoot them.

I'll cook one up real fast and see how if it'll work.

That sounds fun!

I'd make the hallway a bit wide(so more spies can be in the same place....despite how stupid this idea is), though.... and go with a 10 second time between red and green.

Sniper gets 100 FPs for each kill, Spy gets 100 FPs for each escape.

OHH! Idea:

Have a red-light above each section of the hallway(with some kind of hash marks to divide it up)..... and if the light is ON, there is at least 1 spy in that area. Gotta at least give a HINT as to where they are....

Firefox11 09-21-2008 06:30 PM

Quote:

Originally Posted by squeek.
You will see. Maybe. Okay, I'll just explain it.

1 team of spies, 1 team of snipers.

The spies have to make it down a hallway

On green light, snipers are in a pitch black room and can't move. The spies can run during this time.

On red light, the snipers spawn on the edges of the hallway (on ledges, maybe). The spies have to cloak before the snipers can see them and shoot them.

I'll cook one up real fast and see how if it'll work.

Heh. Reminds me of that TFC map, Fish in a barrel. Though in that one the light was always on and you could kill the Snipers pressing a button that would activate a omgwtfdeadly trap on their deck xD

Sebhael 09-21-2008 08:06 PM

Hm, sounds interesting.

I'll look into that tonight.

Me and LuntiX were also talking about building a Spy VS Spy map in tribute to Mad's ol' comic strip.

So much fun can be had with spies...I swear.

squeek. 09-21-2008 09:01 PM

Quote:

Originally Posted by A1win
Wouldn't it be better if you just closed the hatches from the sniper deck to the hallway so that the snipers could take their positions before the hatches open again instead of randomply spawning them around?

Sounds like fun anyway :D

Good idea. :)

Sebhael 09-22-2008 01:06 AM

I was thinking about this, but the map would have to be a bit more extravagant than just a straight corridor.

As the snipers could just spam the hallway.

So maybe make it like a little maze, or just some sort of extremely abstract design featuring lower/upper/pyramids etc etc. Then incorporate A1's idea of having hatches on surrounding windows, that seems like it could add some sort of difficulty level, yet make both teams seem fun.

I could design the level, but I have 0 idea how to do LUA; and I really...really do not want to. I'm a designer, not a programmer.

squeek. 09-22-2008 01:35 AM

I'm doing a straight corridor map and the lua. If you want to make another, more complicated version that'd be great. I'll get the lua to you once I get it all working. :)

Sebhael 09-22-2008 07:03 AM

Quote:

Originally Posted by squeek.
I'm doing a straight corridor map and the lua. If you want to make another, more complicated version that'd be great. I'll get the lua to you once I get it all working. :)

Aight, I'll see what I can do :D

GeoKill-----> 09-22-2008 07:29 AM

OMG red light green light was fun !

Skanky Butterpuss 09-22-2008 07:56 AM

that shit was fun as hell :lol:

Ihmhi 09-22-2008 01:06 PM

I've always had an idea for a Spy/INSERTCLASS map. Spies are thieves trying to rob an artifact from a museum, and the other team (consisting of one class) is trying to stop them.

Spies lose points for killing Security Guards.

Security Guards get points for killing Spies.

Spies gain points for successfully making it out of the building with the artifact.

I was thinking something like:

-2 points to Spy team for killing a Security Guard
+2 points to Security team for killing a Spy
+10 points to Spy team for making it out with the artifact

The scoring would need to be playtested and balanced though. Aaand I'd have to design the map. And make it. :lol:

Firefox11 09-22-2008 01:46 PM

Lol

That would be cool if it was nighttime, so you have to use the flashlight, exposing yourself if you are a Spy and giving away your position if you are a Guard.

Nothing would prevent the Guards to just stack on the artifact room though =o Small DoT if inside a specific radius from the Artifact to the Guards, and same tick recovery when out of it, so they can't just camp it?

KubeDawg 09-22-2008 05:16 PM

I had a blast on that map!!!:twisted:

fishBurger 09-22-2008 05:34 PM

Civ security guards w/ unagi.
Spies get no shells nails or nades, they must use disguise cloak tranq and knife.

Multiple artifacts in different rooms will prevent guards from just hiding in the same room.

Give the guards 10 points for killing a theif carrying an artifact to balance the 10 points for a successful steal.

Sounds fun!


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