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Forum Home > Maps & mods > Work In Progress - a bit teasing.
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crusha_k_roolPM
#31
Nov 07, 2009 10:31 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Just found these screenshots showing how Tyrant used to look when it was still called Bunkers:
http://forum.omnipotents.com/showthread.php?t=5651#12

Pretty ugly, I don't know if you can see the pics when you are not registered there.



However, maybe you'll see some new edits soon, Battlefront, Spiff and one last on MagicIsle after I coded my stuff. Just need to get around a damn compile-error.
Last edited by: crusha_k_rool Nov 07, 2009 10:32 AM
jancsi33PM
#32
Nov 07, 2009 1:05 PM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
crusha_k_rool wrote:
Just found these screenshots showing how Tyrant used to look when it was still called Bunkers

I guess you wanted to say this: Just found these screenshots showing how Barracks used to look when it was still called Bunkers

Anyways, yes it was pretty ugly and very undetailed
Barracks is and excellent map comparing to it...

Battlefront, Spiffingrad and MagicIsle, you nicely edited them =)
You rool!!!

They are now excellent and after your edits they will be incredible!!!
Last edited by: jancsi33 Nov 07, 2009 1:13 PM
crusha_k_roolPM
#33
Nov 07, 2009 2:01 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Yeah… damn, I always get confused by these two.


Battlefront will have the most changes in compare.
I don't know how you think about it, but in my opinion it's pretty unplayable right now or at least you don't get that old Battlefront-feeling (don't know if you still know how that felt).

Spiff will make use of my new VehicleFactory and get some tweaks about node-cover on red side and the position of the hedgehogs. And it will be harder to get into that building there.

MagicIsle needs to have a core-camper protection, the vehicles a GorzBird can kill the core in less than 3 seconds without the need to aim well.
And I want to use the new Factory to spawn the second Mino not for the enemy team, they really don't need 3 Minos when they are about to win.
jancsi33PM
#34
Nov 07, 2009 3:04 PM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
Well, yeah old Battlefront had a different feeling but that doesn't mean that this one's feeling is bad...

Wow, I didn't know you already "developed" the mwe VehicleFactory thing
crusha_k_roolPM
#35
Nov 07, 2009 3:47 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Just one last thing to do with the factory. Everything works fine except that it still spawns a vehicle for Team A when the team for the factory is set to Static and Team B has captured the closest node.

But I could for example already spawn a Minotaur x seconds after mapstart somewhere in the map without needing a powernode to be activated and that belongs to a team of my choice or that is neutral. And after this Mino would be destroyed, there would be no second because the factory deletes itself then.

And all these parameters can be activated independent from each other.
Last edited by: crusha_k_rool Nov 07, 2009 3:47 PM
crusha_k_roolPM
#36
Dec 15, 2009 4:05 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
It's alive!!! *muhahahaha*

I finally finished my script and I will just do some more tests (when I have more time, but in any case before Christmas) to see if everything works absolutely flawless. Then I'll release it for public and will also use it in some of my maps. You can especially highly anticipate the new version of Battlefront.

And I tried to balance Spiff a bit more, also in geometry (less hedgehogs and a good alternative route for the reds).


And then there's also this semi-new map that will get some really, really fresh and new vehicles…
Last edited by: crusha_k_rool Dec 15, 2009 4:06 PM
thomasitoPM
#37
Dec 15, 2009 4:28 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
wow i'm super-excited to finally see and play all the new stuff

props to all the effort you put into this - thx man! muchos cudos ^^
and I am glad there are still germans that are not totally douches but role-models instead... one of the few germans in here i do respect =)
7/~
jancsi33PM
#38
Dec 15, 2009 4:52 PM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
Looking forward for all the awesomeness you will create Though I can only Techcom on weekends because of school... bah, two geographies on a week... horrible! But just because of the teacher, she's rigid, not evil/not bad, just rigid... At least from the half of January we will have only 1 geopraphy per week \o/
Last edited by: jancsi33 Dec 15, 2009 4:53 PM
crusha_k_roolPM
#39
Dec 17, 2009 12:29 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Thanks for the kind words, it's quite sad with the Germans, but it's alright as long as I'm not the only exception.

I would like to work more on this stuff, but I share your problems Jancsi, besides that I also have university stuff to do besides normal school. :p



The script is fine now, at least offline works everything flawless (but I think it should work online too, I'm gonna test it later).
A bit more patience is needed because I want to publish my package with a second script I am currently working on.

This script is perfect to work hand in hand with the other one, as it shall evaluate incoming Events according to the properties the mapper set and then give out a new Event that could be for example used by my factory.
The concept is especially made to match the needs of Events that come from PowerNodes. These are connected almost as in Kismet (although not so fancy and multifunctional) and can be connected with other Nodes or other Events. And a Countdown is also implemented and also with a custom tolerance.

Long technical blabla, I'll give you an example of something that is possible with the two scripts in combination:
Imagine Spiffingrad. The red team is pushed back into it's base, blue holds the two primary nodes. Red can attack as often as they want, but blue manages to hold the nodes. Red can never hold them very long.
It seems like it's all over, but because blue held the center node for more than 5 minutes and red didn't manage to get their nodes back, they now get some support from the HQ. A second tank spawns where it hadn't before (it could be a unique one, but he could also respawn as long as the primaries are not taken back long enough).

This tank was spawned by my custom factory, but it was set to be disabled at start. However it got triggered by the second script. That script shall watch the status of the powernodes and regulate things according to them. For this tank could that mean:
If (((PowerNode A & PowerNode B) are both not held by team red for more than 30 seconds) & (CenterNode is held by blue for more than 5 minutes))
Then (trigger the factory of the tank to let him spawn)
If (the condition above is not longer fulfilled)
Then (trigger the tank-factory again to cease spawning)


Other possible case: Blue could get an additional vehicle if they manage to hold Nodes A and B while Node C is not built by red.


Or not only considering the factory:
If Node A is held for more than 2 minutes, open this gate / lower this bridge until it's down again.



I'll do my best to script such a thing. We make this our own better UT3! :p
m-knellPM
#40
Dec 20, 2009 1:39 PM
M-knell Member - Joined: Feb 07, 2009
Posts: 130
Thats just incredible, Crusha! This will be groundbreaking for gameplay! Of course we need some tests etc, but anyway it's awesome feature!
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