Map designer for Factions
oldassgamers
Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
I'm apart of the mod that Sewlek is currently developing called Factions and we're wondering if anyone of you guys are willing to participate in creating maps?
The mod works by having a place where all players meet up, a place where you may que for missions. This place is called virtualreality. I'm currently designing virtualreality and I used all my inspiration from eclipse due to it's fantastic visuals. Check picture belows.
The picture above is where you can see the mission terminal where you're able to que for mission.
Another picture above, an gathering place where you're able to choose a team to enter the training arena (while you're waiting for a match to be created).
There are currently three types of game mod for factions.
Game Type Assault
The attacking team has to capture 3 objective points in order to win.
Once they run out of time they lose and each captured objective grants additional time.
Requires 3 “objective” entities. One for each stage, stage one, stage two, stage three.
Requires 6 beacons per team: one for each stage, one of not pickupable (3 * 2)
Requires at least 1 attacker and 1 defender start point per stage
optionally have force fields be enabled / disabled per stage
Game Type Payload
The attacking team has to move a payload (by standing next to it) across 3 check points.
Once the last check point is reached, the attackers won. When the time is up, the defenders won.
Each reached checkpoint grants additional time.
The same requirements as assault game type, difference is DO NOT place an objective. Instead
place 1 payload entity and define its path with payload_pathpoint. Points need to have an
ascending number (point needs a unique number), where index 0 is the start point were the
payload will be placed once the game is reset. Exactly 3 of those points need to have the
flag “stagePoint” set to true (those are the checkpoints).
Game Type Control
There are 3 objective points placed throughout the map. The team which holds more points at
any give time, will generate points. The first team which reaches 100 points or the team
which has more points once the time is up has won.
Sewlek made an quick layout for a map called f_pld_desertstorm which is a map that uses game type payload and I would like to find a mapper which can improve the layout and it's visuals for a rich environment. Check the pictures below.
The mod works by having a place where all players meet up, a place where you may que for missions. This place is called virtualreality. I'm currently designing virtualreality and I used all my inspiration from eclipse due to it's fantastic visuals. Check picture belows.
The picture above is where you can see the mission terminal where you're able to que for mission.
Another picture above, an gathering place where you're able to choose a team to enter the training arena (while you're waiting for a match to be created).
There are currently three types of game mod for factions.
Game Type Assault
The attacking team has to capture 3 objective points in order to win.
Once they run out of time they lose and each captured objective grants additional time.
Requires 3 “objective” entities. One for each stage, stage one, stage two, stage three.
Requires 6 beacons per team: one for each stage, one of not pickupable (3 * 2)
Requires at least 1 attacker and 1 defender start point per stage
optionally have force fields be enabled / disabled per stage
Game Type Payload
The attacking team has to move a payload (by standing next to it) across 3 check points.
Once the last check point is reached, the attackers won. When the time is up, the defenders won.
Each reached checkpoint grants additional time.
The same requirements as assault game type, difference is DO NOT place an objective. Instead
place 1 payload entity and define its path with payload_pathpoint. Points need to have an
ascending number (point needs a unique number), where index 0 is the start point were the
payload will be placed once the game is reset. Exactly 3 of those points need to have the
flag “stagePoint” set to true (those are the checkpoints).
Game Type Control
There are 3 objective points placed throughout the map. The team which holds more points at
any give time, will generate points. The first team which reaches 100 points or the team
which has more points once the time is up has won.
Sewlek made an quick layout for a map called f_pld_desertstorm which is a map that uses game type payload and I would like to find a mapper which can improve the layout and it's visuals for a rich environment. Check the pictures below.
Comments
* the map-design must fit the gameplay
* there is no mod (right now) to support all entities (functionalities) at once
it would be possible, if:
-you create a entity-mod which support all other mod-entities, but right now each mod has its own entity-setup
-you change a map to support all available mods, but this is nearly impossible (gorge race vs regular ns2 map design)
Yes (if you want to support only specific gametypes):
single map for regular ns2 & combat mod is possible. (random spawns without close spawns VS close spawns)
>> example - map-design:
regular ns2: huge size, different random spawns
combat mod: smaller sized map with close spawns
gorge race mod: huge linear map with 1 single route through-out the map (first belly-sliding gorge reaching victory line wins)
>> example - entities (functionalities):
* regular ns2: techpoint setup can be random or a specific race, but it needs to be possible to avoid specific techpoint configurations (no close spawns)
* combat mod: could be used with regular techpoint-setup (in my opinion)
* gorge race: needs extra entities to setup the finish line, no techpoint entities necessary
P.S. Obviously, different modes require their own entities configured in a particular way. That wasn't my point. If you know ahead of time that you want to support all of the modes, there should be a way to handle this.