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-   -   Suggestion for new gametype (https://forums.fortress-forever.com/showthread.php?t=12981)

barronofhellion 11-16-2007 05:13 PM

Suggestion for new gametype
 
Demolition Vs Defence
back in ut200X there was a game mode called assault
in this game mode there was 4 or 5 capture points, where the attacking team's goal was to take out objects.. say a block in the path to get to the next path, or a machine that opened a new route...
- the defenders just tried to stop them in a time limit for the match..
at the end of the timelimit / or when the attackers beat the last goal the match would restart and the teams would swap and the time limit that the privious team did it in the other team had to beat ...
this game type was pritty fun but what say you code monkeys is it possible in ff ?

DarkieJ 11-16-2007 05:57 PM

or a scoutzknivez for Team Fortress forever:-P that you only can be a sniper with all the classes everyone hw :P and with gravity hehe ^^
i think i like that one :) Or make a cap map with car's in it :)

Ihmhi 11-16-2007 06:13 PM

Absolutely possible. Tie the detpack code to I&D code (i.e. cornfield) so when you blow up something it gives you that command point.

I actually have a concept of this exact play-style where you blow up things and the map dynamically changes (example not actually in my map concept: blowing up a generator turns off the lights) as you progress forward.

barronofhellion 11-16-2007 06:46 PM

ihmhi- for how i mean, the detpack would not be a requirement, but however would [ make the demo a key player ] be a even faster way to take down the target.... say there was a huge wall that was just a simple func_breakable, with like 10000 hit points, with everybody there taking the bite out of it it would still take a while to distroy, it would have to be set however to give the team points when it 'dies' and move spawn points , and so on and so on

Ihmhi 11-17-2007 11:22 AM

Quote:

Originally Posted by barronofhellion
ihmhi- for how i mean, the detpack would not be a requirement, but however would [ make the demo a key player ] be a even faster way to take down the target.... say there was a huge wall that was just a simple func_breakable, with like 10000 hit points, with everybody there taking the bite out of it it would still take a while to distroy, it would have to be set however to give the team points when it 'dies' and move spawn points , and so on and so on

There was already a map like this... what was it...

I forget the name, but it was a four player map in TFC. You had to pull a switch to expose a power generator, and then you got points based on the damage you did to it.

My map is not going to be all detpackable. There's Lua stuff I want to try and figure out to get all classes involved. Some stuff is easy, like saying a Spy can hack the security controls to override them (simple button trigger with the Lua limiting it to Spy). Some stuff is harder... like say if the map were a nuclear power generator, a Pyro could use his flamethrower to overheat the coolant pipes and cause it to blow up. I can't get Hammur to figure out Pyro's flamethrower damage - it does not even affect func_breakables.

פֿяαιп βαмαgεפ 11-17-2007 11:38 AM

I like what I read here, it's never a bad thing to use the special abilities of the classes for certain things on a map, on normal maps (like well) only the demoman comes out a bit.

Another idea: a switch you can't reach jumping or concing has to be 'shot out' by the sniper.

And maybe some security hack involving the spy AND the engy (using certain turrets to 'change teams' when first being 'made teamless' by the spy and 'reactivated' by hitting it with the spanner by the engy. Alltough this may be no doozy to code.

Ihmhi 11-17-2007 01:17 PM

Quote:

Originally Posted by פֿяαιп βαмαgεפ
Another idea: a switch you can't reach jumping or concing has to be 'shot out' by the sniper.

That would be hard to make.

It could be done so it is wide enough to let a sniper's bullet through but not let nails through, but one could still fire a shotgun into the switch and do the same thing (since they travel forwards pretty much).

stino 11-17-2007 01:57 PM

thats why i want an callback for brushes: ondamaged so i can see wich weapon caused the damage :D

פֿяαιп βαмαgεפ 11-17-2007 02:05 PM

Quote:

Originally Posted by stino
thats why i want an callback for brushes: ondamaged so i can see wich weapon caused the damage :D

^i was just about to type that. :)

Or maybe class-binded 'kills' of objects? Dunno, I'm no programmer, I'm a designer :rolleyes:

barronofhellion 11-17-2007 02:15 PM

yea actually that could be better then just a func breakable, this way i could assign what weapon does more 'brush' damage... this way i could better allow how much time it would be for say 1 player to take out a point..

פֿяαιп βαмαgεפ 11-17-2007 02:16 PM

And if damage is class-binded you can assign different tasks to each class on the map! Even trough class-binded "use buttons" methinks.

(I love brainstorming!)

Damn, I feel like making a map, too bad I suck at that...

Crazycarl 11-17-2007 07:01 PM

Another idea would be to let the defenders destroy stuff up too, to deny use of it to the attackers. Like if a point is about to captured, the D could blow up a grenade bag or a respawn, putting the O at a disadvantage later on.

פֿяαιп βαмαgεפ 11-17-2007 10:31 PM

Like a wall collapsing so they have to take an alternative route to the next CP?

I'm on a roll, gimme mah coockies!

fishBurger 11-18-2007 01:42 AM

Quote:

Originally Posted by Ihmhi
That would be hard to make.

It could be done so it is wide enough to let a sniper's bullet through but not let nails through, but one could still fire a shotgun into the switch and do the same thing (since they travel forwards pretty much).

what i'd do is have some nice glass that is unbreakable, but just thick enough where a fully charged sniper shot can barely punch through. rockets nades would all bounce off, nails would stick, and shotguns / AC wouldnt be able to punch through.

Ihmhi 11-18-2007 02:18 AM

Quote:

Originally Posted by fishBurger
what i'd do is have some nice glass that is unbreakable, but just thick enough where a fully charged sniper shot can barely punch through. rockets nades would all bounce off, nails would stick, and shotguns / AC wouldnt be able to punch through.

So it would be like it needs to be greater than the amount of damage any weapon other than the sniper rifle could cause?

You would have to rig it up so you could not place pipes or detpacks near it... I guess this way it could be done.

Maybe even put a bullseye decal over the glass. d:


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