09-21-2008, 07:29 PM | #1 |
Nutcracker
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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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09-21-2008, 08:06 PM | #2 |
Join Date: Sep 2007
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crossfire was a nice map Hope you can make it for FF
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09-21-2008, 10:35 PM | #3 |
Nutcracker
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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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09-21-2008, 11:29 PM | #4 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
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omfg xfire. <3<3<3
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09-22-2008, 12:49 AM | #5 |
FF God
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__________________
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09-22-2008, 09:24 AM | #6 |
Nutcracker
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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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09-22-2008, 12:56 PM | #7 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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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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09-22-2008, 05:44 PM | #8 |
Nutcracker
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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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09-22-2008, 06:01 PM | #9 | |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Quote:
Win. That's all. Move along or wait for new win pics. |
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09-25-2008, 06:15 PM | #10 |
Nutcracker
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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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09-25-2008, 07:18 PM | #11 |
Ka-boom!
Join Date: May 2008
Location: Ukraine
Class/Position: Demo, Solly, Pyro Gametype: CTF Posts Rated Helpful 0 Times
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Curved parts don't have enough brushes to look smooth.
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09-25-2008, 07:22 PM | #12 |
Nutcracker
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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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09-25-2008, 07:40 PM | #13 |
Ka-boom!
Join Date: May 2008
Location: Ukraine
Class/Position: Demo, Solly, Pyro Gametype: CTF Posts Rated Helpful 0 Times
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Use displacement walls
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09-26-2008, 09:13 AM | #14 |
Nutcracker
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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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09-26-2008, 07:03 PM | #15 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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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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09-26-2008, 08:06 PM | #16 |
Nutcracker
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I know how to make rounded corners, just not how to make a ramp easily.
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09-26-2008, 09:05 PM | #17 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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.
__________________
#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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09-27-2008, 01:40 PM | #18 |
Nutcracker
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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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09-27-2008, 09:08 PM | #19 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
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.
__________________
#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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09-29-2008, 05:11 AM | #20 |
Nutcracker
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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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