New Game Mode

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">escape</div> ive decided thats its possible to make a new game mode called escape, without any extra coding, its based on combat, the marines have to find there way out of this huge level with multiple ways to the escape point, when they escape the trigger hurt is activated killing the hive and therefore marines win, if they dont escape in a time limit then the aliens win triggering a hurt field to destroy the commchair.
the commchair and hive are not accessible so they can only be destroyed by timelimit or escape.

ive started planning this map, its gonna have to be pretty large and complex to get it to be interesting and replayable, im thinking atleast 4 ways to get to the exit, lots of weldables, maze like corridors and long slow lifts and trams.
the alien hive would be in the centre of the map with vents to everywhere so there is a constant barrage of aliens to get thru, also maybe some teleporters so the aliens can get to where ever needed but maybe vents will suffice, all depends on the map.
it could even be a simple sprint rather than maze. just winding corridors up and down all around the hive until the exit is reached.

its complex but ive made a very simple version (not playable really), but ive gotten the basic mechanics of it to work.

what does everyone think?
«1

Comments

  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    sounds like a neat idea, best of luck, and I recommend lots of playtesting.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    good luck! ill even play test if ya want ^_^
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2004
    It's an interesting and original idea. However I see one major problem if you're going to use the combat map style.

    The marines would keep spawning and get upgrades for every alien they kill. They could be able to destroy the hive if the aliens are scatered arround the place.
    Indeed this needs a lot of playtesting and I'm not yet convinced that it could work.

    I wish you luck sir with this, Happy mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    About the layout you would make it interesting also the aliens need to be able to defend it or the marines would just walk past.
    Hmm one more problem :/ If a 1 marine gets to the exit the trigger_hurt would be activated wouldn't it. And even if you use a multisource system one marine could cheat by walking in and out of the "safe" room...
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    Only fun for the 1st time you play it. Then you find the exit and game over...
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    'tis interesting... 'twould be great if hardcoded...

    now, how is it that you did to trick' the "NS engine" regarding the Marines' escape? do <i>all</i> of them have to escape at the same time? do the ones that have escaped <i>stay</i> escaped? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Well, set it to require multiple marines to go through, and overlap that entity with a Jointeam_spectate entity. They see their friends, and they can't just walk in and out.

    To make it more interesting and re-playable, make a bunch of func_walltoggles that block off certain routes, and a certain amount are randomly fired when the round starts.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    you gotta figure out a way to protect from JPers or else they could just get into the hive and kill it or they could just speed through the map and end it

    nice original idea with some work i think this can work
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    You can base it on ns_maps if you don't wan't marines to respawn. Hide the CC(marines can't use it) and hide the hive(marines can't destroy it, no more than one hive is needed for the map to function correctly, the hive does not need to be shootable to place spawns it can be inside solid wall). Then kill the hive with trigger_hurt if marines escape, thus awarding marines victory or if the marines all die the aliens win(of course).

    You could count the number of marines that escape with a trigger_presence which can be used to differentiate between teams. In order to only count each marine once could it be made one unit thick and be in such a thin corridor that the have to go in line and a trigger_push so they can't cheat and get themselves counted more than once?

    Or you could do escape pods, close them after one marine has entered...(have a surplus of escape pods and let aliens eject them if they get there first? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , evil)

    Neat idea...
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I don't know about ejecting the escape pods, but having them be "used up" wouldn't be too bad.

    What would be really kind of cool, with dev support, would be a version of this where the players that escape can go to a commander view and drop health/ammo/stim or maybe even the occassional shotgun or something. Granted there'd need to be limits. (like 1/second, or maybe a time delay that gets longer as more people escape) At least that way you're A) avoiding the retrigger problem and B) not entirely losing those people from the marine side.

    What's possible right now is cool too. Actually you could do the whole info_join_spectate thing and have a counter say that at least three marines have to leave before the hive starts to cook.

    Keep us posted.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    In ns_ mode you can give out some welders as well.(but in co_ mode you won't need to, you only need to kill some skulks).
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited April 2004
    well i guess i can just use wind/push functions to stop marines from getting into the hive although that would make the aliens not be able to go back and heal, so maybe even encase the hive with invisible walls ?

    i originally thought one marine to escape would be enough, but i really do like the idea of the escape pods

    and now i just realized that marines would get spawn camped too all crap since there would be no comm chair to kill,

    but i was also thinking having multiple marine starts almost randomly at the bottom floor of a facility and they have to find them selves by using there comms and telling each other where they are and then continue upwards, and since you cant camp every single location , well not really anyway.

    or a corridor with little rooms like the crew quarters, each marine starts in his own quarters and they all open to the one corridor.

    ill keep everyone updated in this thread. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • cascas Join Date: 2004-02-09 Member: 26327Members
    im working on tipe of map =)
  • wonderwomanwonderwoman Join Date: 2004-02-10 Member: 26372Members
    Would it be possible to make it into a forward spawning scenario? Like if the marines get to a certain point in the map(1/3 of the way or so) they spawn in that area instead of having to start from the beginning. Maybe have those forward spawn outposts guarded by turrets to keep out skulks or lerks looking to get ahead of the marines.
    And what would be the incentive for the marines to run? Maybe after a time limit, areas that the marines are supposed to be escaping from spawn O towers, and D chambers to give the aliens an advantage.
    Just my 2 cents.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    ATM I don't think either is possible. The forward spawn area thing would require us to have access to the info_player_start entity....... which currently is deleted after the game writes down it's location and orientation so the server doesn't waste CPU usage.

    Spawning D or O chambers would also require some assistance from flayra, which probably won't happen unless the game mode really proves itself.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Would it be possible to make it into a forward spawning scenario? Like if the marines get to a certain point in the map(1/3 of the way or so) they spawn in that area instead of having to start from the beginning. Maybe have those forward spawn outposts guarded by turrets to keep out skulks or lerks looking to get ahead of the marines.
    And what would be the incentive for the marines to run? Maybe after a time limit, areas that the marines are supposed to be escaping from spawn O towers, and D chambers to give the aliens an advantage.
    Just my 2 cents. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I think it would be possible. If a spawn is blocked marines can't spawn there. So unblock spawns further forward and block the old ones without it looking weird(you need to shut of the area where marines spawn so it doesn't look suspicious with impassable space, easiest done by having marines spawn from IP's in small cavities in the wall similar to the ready room on hera and then shuting a door in front of them when not in use and opening up new ones elsewhere).

    I favour a CS style spawning for marines available with ns_ maps(spawn once, die that round and your out for the rest of the round, but rounds are only a minute or 2 long), and aliens spawning continously from a hive(aliens should'nt be afraid to die).
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    hmmm...

    so if this ever became "official", 'twould be just a matter of maybe "juicing up" Marines' life/armor a tad...
    or, if based on CO_ maps, "uppen" the health per level ratio thingy...

    as for spawn camping and Marine escape areas, I think with the wind/push you can pretty much manage...
  • cascas Join Date: 2004-02-09 Member: 26327Members
    iv got the bacic set up of my map for this done (had part of the idea befor this thred) im using push to keep rins from spawn camping and after 15 min the room that start in is hit with a 500000000 dmg triger <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> also 3 weldables (need to get 1 of the 1st 2 and the 3rd 1) and i got the hive next to the path thay got to take but its incased in it own block so that its unkillable till 1 rine exapes threw the pod why need more then 1 when only way to weld the 2 needed 1s need team work the ailes spawn randomly around the path end making it even harder to weld with out team work =p
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Is it possible to make trigger_presence count marines for you though? I'm not sure if the coding is there to make this work right. Even if it would count for you, is it smart enough to know how many marines total are on the team and then count when that many have passed the right point? I could see it working with forcing people onto a spec team when they reach the exit, but then once they all get out, the game would count it as conceding and display the 'team 2 wins' message. Of course, with good players that won't cheat by simply binding a key to readyroom;spectate, it could still work. I'm just not sure you could get it to work with the actual code that's in place.

    And as far as the hive and CC go, just put them behind partially see through textures, like gratings. So they're obviously there, just not attackable. The hive will still heal just fine when aliens get close enough to it. This sounds like a lot of fun, and I'd be happy to hear a way to make it work correctly.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is it possible to make trigger_presence count marines for you though? I'm not sure if the coding is there to make this work right. Even if it would count for you, is it smart enough to know how many marines total are on the team and then count when that many have passed the right point? I could see it working with forcing people onto a spec team when they reach the exit, but then once they all get out, the game would count it as conceding and display the 'team 2 wins' message. Of course, with good players that won't cheat by simply binding a key to readyroom;spectate, it could still work. I'm just not sure you could get it to work with the actual code that's in place. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The cheapest way(still very costly) of counting marines that I have found costs 3 entities a marine + a trigger_push and a trigger_presence. Counting how many have escaped is then free(done with a game_counter, setting this to a correct value so that 1/4 of marines need to be saved(for example) with a game_set_counter is what costs so many entities. This is however a minor problem as fewer ingame entities will be in use to begin with as marines won't build anything and aliens have very little resources or none depending on ns_ or co_).

    The weird looks that I mentioned is to count all marines at round start, to do this you could shove all marines through such a counter quickly and into their intended starting place, then blocking of that area where they spawned with a func_wall so no griefers can get themselves counted more than once just to **** people off. Then unblock the new spawn points if nessecary(if co_). The game will automatically only use spawnpoints that are not blocked and it should therefor work OK to do this assuming you can place 32 spawns for marines to accomodate for 32 player games(2 playerstarts per marine would be needed).

    The problem would be to make sure that there are no late joiners that exploit the fact that they could not be counted and marines therefor have an easier victory by waiting until the game starts before joining.

    The easiest thing would be to have only one marine need to survive.

    I'm thinking(e.g. fiddling a bit) with making an ns_ version of this type of map. I'm going to have marines spawn in a small, room which can't be entered, count marines on the way out and kill all people who are still in there 30 seconds after round start. Rounds will be short, like CS and people who manage to escape are automatically put into spectator, marines who die simply have to wait. The map would have to be pretty open so marines don't get totally slaugthered. Some interesting weldpoints and a bunch of welders in marines start(e.g. weldable sick bay with a few medpacks strewn about, weldables "armory room" with a shotgun and a bunch of ammo packs and some mines). Aliens start with 25 res so they would afford to lerk if they kill a few rines. Aliens can evolve to gorge and drop a chamber if they want to help the team but forfeit the chance to evolve to a lerk.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    Managed to use way less entities(25-ish) for counting marines and then putting an appropiate value into a game_counter which can then be counted up when a marine escapes and if it hits it trigger level then it can be used to kill all aliens else if all marines die the aliens win. If your doing a co_ map just use a trigger_relay triggered at the start with a long delay then trigger_hurt the CC to death to award aliens the win.

    <a href='http://hem.bredband.net/congal/temp/ns_triggerfun2.zip' target='_blank'>an example of a counting mechanism if it helps anyone</a>
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Don't you have to have a func_push there too if you want to damage structures?
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Trigger_hurt doesn't damage structures? That would be weird, in regular HL it will even damage func_pushables and func_breakables.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Trigger hurt will kill anything. I recall trying to build in "pits'o doom" (nothing, bast) and the stuff just died right away.

    Not sure if they hurt cc's or hives, though I would assume so.
  • cascas Join Date: 2004-02-09 Member: 26327Members
    iv tried func_push and lots of outher thign the get it to make the hurt kill it the cc but it just wonr =\
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    edited April 2004
    You can have the pods close and kill anything in it. Hence it is shut and all you need is *full* pods. 10 pods would take a bit for 1 marine but 10 marines could win instantly. I think you can't go spectate right away you would need to push them to the rr 1st I think.

    If you can't kill the hive or cc put the cc/hive in the alien/marine spawn but hidden so the aliens/marines can't kill it right away. then when the obj is cleared open up the cc/hive.
  • purplesmurfpurplesmurf Join Date: 2004-03-01 Member: 27034Members
    <!--QuoteBegin-Reese+Apr 2 2004, 12:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Apr 2 2004, 12:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ATM I don't think either is possible. The forward spawn area thing would require us to have access to the info_player_start entity....... which currently is deleted after the game writes down it's location and orientation so the server doesn't waste CPU usage.

    Spawning D or O chambers would also require some assistance from flayra, which probably won't happen unless the game mode really proves itself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, being able to spawn DC's, OC's, and weapons may happen anyway. I am fairly sure more people than just schkorpio want the abality. I can't count the number of times I've heard people whine about not being able todo so.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ATM I don't think either is possible. The forward spawn area thing would require us to have access to the info_player_start entity....... which currently is deleted after the game writes down it's location and orientation so the server doesn't waste CPU usage.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Ah, but if a spawn is blocked by a func_walltoggle no one will spawn there, if you can include extra spawns and block half of them at the beginning, and then when you wan't marines to spawn forward remove the func_walltoggle at the forward spawning location and trigger it at the old start location.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Spawning D or O chambers would also require some assistance from flayra, which probably won't happen unless the game mode really proves itself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    But if you use ns_, gorges are perfectly capable of spawning chambers, and at round start they have just enough to go gorge and drop a chamber(e.g. sensory for scent of fear).

    (if you wan't to spam some OCs and DCs at round start in ns_ the offensechamber and defensechamber entities should work as well, but I don't think there's any way of actively spawning more during gametime).(edit: yes, you certainly can spam chambers but by default(if you don't edit their properties) they are on the marine team and only rines can build em. Spamed a whole room full of them and used big dig. Instakilled skulks).
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited April 2004
    <!--QuoteBegin-Kouji San+Apr 2 2004, 12:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Apr 2 2004, 12:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The marines would keep spawning and get upgrades for every alien they kill. They could be able to destroy the hive if the aliens are scatered arround the place. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What if the hive was made impossible to get to by the marine team? That would stop them from destroying it. Could that be done?

    EDIT: I've only just read the rest of this, I think someone probably already suggested this.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    The only problem I currently see is naming. For the combat gameplay type to be used the game has to be named co_xxxxxxxxx. The rest of it can have underscores or whatnot, but it must start with co_. Maybe something like co_es_mapname is in order. Make it so people can look at the map name and know what kind of game they're playing here.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    hey guys good to see a lot of people support this game mode, here is a few screenies of my upcoming escape map! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    i might make a "quick" version with out too much detail , just so the basic game play works too see if it will even work :/

    enjoy
Sign In or Register to comment.