Ns_teamdeathmatch ?

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">I Need small "arenas" for NS.</div> <b>I always wanted to make a map called "ns_1on1_u_n00b" that only includes duells. It finally endet up into this IDEA:</b>
Marine Spawn and alien Spawn are not connected to each other. Neither a marine will reach the hive, nor an alien ever see an ip.
The whole action takes place inside of one or 2 or 4 arenas like TeamDeathMatch (RocketArena).
The comm will never be able to build in siege range, he is not allowed to place phasegates, therefore aliens will have 2 hives max.

<b>How it works:</b>
- In marine and Alien Spawn are Teleporters whose doors open when an arena is "ready", soon that doors close again and the players inside get teleported into the arena.
- In thoose arena(s) (wich are visible by the commander but have no resources inside) is one "winning button" for each team.
- When a button is reached this team gets one point, wich means a moving wall makes the opposite spawn smaller and yours larger (maybe opening some extra res locations and trigger hurts too). When a spawn location has reached size=0 the game is over.
- Then "emergency exits" (holes in the ground or side doors) open to bring the winning team back to their spawn.
This is essential because now the arena gets "cleaned" wich just means that everything inside of it, structures and players, die. Otherwise this concept wont work (relocating into an arena and fortifiing) .
- Finally the teleporter doors open again for the next match.

<b>I need:</b>
I need some small arenas, lets say 4 Arenas for up to 4-6 ppl on each side.
Thoose arenas will have simultanuous matches of variable lengths. This, and diing players, will mix up the arena teams.
They should include small fortresses, 2-3 linear paths and 2 bases with that winning buttons and emergency exits.
They can be really small and should just use 20% of each compile limit (-chart) including texture limit. Theyr volume should have a simple shape to fuill it with trigger_hurts.
Dont make Lerking and JPing too easy to prohibit button rushes, dont make it too easy to rush at all. Place the button at the end of a long path behint a fortress.

Have I missed some mayor part still making this impossible/nonsense/exploitable?
Suggestions?
Like the idea or not?
Wanna map some small arena stuff?

Comments

  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    There is already this map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    ns_arena_beta03

    but Gorges can build in the arena
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    nice, but thats just a show-arena. right? The spawn locations never get hurt and a game takes forever.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    You build it Ollj, we'll run it.
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    <!--QuoteBegin--Ollj+Jun 22 2003, 11:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jun 22 2003, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice, but thats just a show-arena. right? The spawn locations never get hurt and a game takes forever. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yea you cant hurt the enemy spawns, it jsut goes until an admin changes the map.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Why would you have a button at all unless you wanted button rushing to take place, which it undoubtably would. I'd say do away with the buttons and make it a fight to the death.

    You'd have to do some fancy tricks with the teleporter doors to prevent telefragging from happening. Unless it going to be only 1 on 1 and not like 2 on 2 ever.

    And it would be very easy to prevent the comm from building in these arenas, though gorges are hard to stop. Unless you wanted them to build, though I'm not sure how much if anything would get built anyway.

    Also why are you worried about the shape of the arena? just make a big box trigger_hurt around the whole area and call it done. I'd make sure not to kill the players though, let them leave then kill any building then open the arena back up.

    Doesn't sound like too bad of an idea, you could make it work. Just remember how much of NS is based on teamwork - <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> .... <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> - there's no teamwork in 1 on 1 arena.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    The button is there for the SCORE. When a player presses the button on the other side he can gain an advantage for his team in form of resources and building area. So if this concept should work there is no other way, because trigger_present does not differenciate between teams (right???).
    'bout the shape: You don't really want to play in 3 areanas that all look the same and are BOXES, omg. This would ruin the map before it was played a single time.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    ollj has some strange ideas, some sound cool, some doesnt.

    I ask myself why you dont start creating a map that is "a real" ns map like the officials. maybe some of the ideas sound good, since the fight between kharra and marines is a WAR it doesnt fit the ns universe and in my eyes this "funmaps" like in cs arent necessary for a mod that is pure fun (when you know how to play it right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ). I came over it when realizing that I simply hate all the "funmaps" that are actually a box with some textures that neither look ns like nor are fun to play.
    its just my opinion and has not to be commented.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--NerdIII+Jun 23 2003, 10:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jun 23 2003, 10:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The button is there for the SCORE. When a player presses the button on the other side he can gain an advantage for his team in form of resources and building area. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And If you have a button people are just going to get jetpacks and celerity skulks and rush for the button, not bothering to fight, since whoever pushes it first 'wins'. Like I said, I would do away with the button and give the winnings to whoever is left standing at the end. So that it's a dueling arena not a racing arena.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    ok... so there must be a workaround for that: The button is only reachable when there is only one trigger_presence out of three active. The triggers are placed near each button and one in the middle, altogether filling the arena completely. So if you don't want your enemy to reach the button just stay away from your own button. Maybe the middle trigger should go close to the button so if one player wants to press the button the other can still attack it at mele range without risking to enable his opponent to actually PRESS the button.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    You're making it more complex than it needs to be! What is up with the buttons? just forget about the buttons. Why not just make it a plain old fashioned deathmatch where Person A kills Person B and Team A gets another res node? Let me ask you a question. What would happen if say the marine team was loosing, so from then on whenever a marine won a match in the deathmatch, they just sat there and never pressed the button. Eventually all of the arena would fill up with marines sitting around and the game would never end.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    jeah right. 2 problems 2 fixes. already thought about that.

    1st - timed reset:
    There is a time limit. after 5 minutes an arena will reset and kill everything inside of it no matter if someone pressed a button. This is important for the case that noone reaches a button alife (all death) pr that the winning team just des not want to press the button.

    2nd - the "save room"
    pressing the first button just lets you wait 20 seconds or so till the first door opens (just to make sure you have secured that area). The door just opens a short time but can be controlled directly from inside.
    Behind this door a "save room" with a second well covered button.
    When you press this button everything in the arena dies, you won this round and everything that reached a save room gets teleported to the bases while everything in the arena dies.
    There is nothing wrong with building structures inside the Arena (apart from phasegates), just recycle them fast enough.
    Keep in mind that your teams save room is on the other side of your arena-spawn, you can open the enemys save room imidiately if you want to (no waiting time for rushers then).

    Mines and webbing yould be interestring on this, they get killed by trigger_hurt.

    Ive done the basic entity stuff. just a few teleporters and save rooms missing and you can try out an alpha test.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Trying to have a timed reset or by pressing a button could cause problems. I can easily see how that could get mixed up. As I've been saying, why bother with the button at all?

    There's no way you could say "marines can build anything they want except phase gates, it's kinda an all-or-nothing thing.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Have the RR over-looking the play area; i know no one will see the players, but it'd be nice to see the area)

    the RR'ers can interact with the enviroment, maybe have a light switch or something in the RR to make it night/day and maybe (through use of func_doors) have obsticals/traps pop-up throughout. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    Since there is no way to stop people from building phasegates, I think we'll se this abused often.

    Also, the button idea seems a bit hard to implement, and play with. I think maybe if you had a rotation through the arenas, and whoever wins get a res node, and then have a "final" arena.

    I will definetly map an arena for you if you want. Just give me a holler. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    Ive thought about this too.

    Ill prolyl start a map tomorrow or something, Ill let you know how it turns out.

    /Kikkoman
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    New problems.

    Minespam vs battlegorges:
    allthough mines get killed when the arena resets its still worth a minespawn of 2 mine packs per arena. There are max 6 skulks inside and 10 mines should help alot. A battlegorge can help easily, but this means up to 3 battlegorges till the 2nd hive is up to defuse with fades.

    When 2 or more players of the same team win at the same time (in 5 seconds) in different arenas this team might only get one point. (with the changing below this would never happen.)
    The arenas are really small because of siege ranges. should be allowed to build sieges but the arenas should be independent. This makes it possible for a marine to walk to the teams button in 6 seconds. JP needs 5 seconds (jpers cant rush on my arena). leaped, 3 seconds. Blinked, hard to stop the time.
    This means really hard action. (you meet the enemz way more often).
    This changes the arena-aim and makes stuff easier:
    Now both arena doors will just open after a given time.
    Then the last mans standing need to klick their button as fast as possible with the whole team in the save room (or they die).
    Ok how long should this time be?
    whatever, the teleporter doors will open regulary in 1/4th of that, time toggling trough the arenas.
    so 40-60 seconds is the minimum time.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Ollj - If you're dead set on making your arenas have buttons for people to hit, fine. I think this is an interesting idea so perhaps I'll make my own arenas map without buttons. I don't see any reason why there would be any problems with triggering and scoring. Although the balancing issues would be horrendous. Sure you could do little battle arenas - all that's the easy part - if you want to make it balanced for both teams, that's a serious issue.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    That buttons are just to determine the winner of one arena match. How else to set a winner?
    The ability to build a resnode in reward?
    Btw I already have 70 trigger_changetarget entities. it will be up to 100.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Remember our discussion about 'most complex entity constellations'? Seems like this one is toping it. Don't know though how you keep track of all those entities. I'm totally confused with the interaction of ten entities.
    What about trying all possible arena styles before building the final level. It is just a fun map, but somehow that is the point. It would be no fun with too many exploits. It is surely quite difficult to make the arenas work propperly and fun to play. It reminds me a bit of Operation Flashpoint, where some dudes scripted a Command & Conquer version for it. By the nature of the scripting language it could never be without bugs, but at least with hard work and pages of scripts they came out just fine. The problems that arised could not be forseen though.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I have 2*6 Teleporters (6 on woth teams) whoose aims get cycled to 2*4*6 teleport destinations (the 4 arenas) this needs ~50 trigger changetargets and ~15 multimanagers/reelays.

    I have 2*4 "winning buttons" that toggle 2 walls that move between 12 positions (= elevator with 12 levels).
    For example: an aliens win button gets pushed the wall in the alien team makes the alien spawn smaller. the wall in the marine team moves away, and the other way around.
    This needs~50 trigger changetargets, and 30 more entities.

    + 15 sound and 15 message entities that tell stuff like "Arena Alpha Doors opening", "marines won in Arena Beta", "7 Aliens : Marines 4".

    All this works fine!!!!

    Sometimes I cant get a chain of 3 entities working correctly but there is no big deal with an array/matrix of 30+ entities that change each others targets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .

    Im bugfixing, timing and testing the trigger hurts now. Should never ever happen that a trigger hurt inside of an arena gets buggy and behaves kinda random.
    Buttons and timeouts are syncronisated already.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    So, can you explain, maybe a layout, of what an arena would look like/entities it would need etc. ? I want to get started making one <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    This is my first crappy try.

    Important stuff:
    - side view should be: exitteleporter___door___tepeporttarget____battlefield____Teleporttatget___door__exitteleporter.
    - must be small enough not to be in each others siege range. it can be higher but the comm should be able to drop stuff everywere. The shape could be different but thats already the shape of the 2 Team spawns wich cant change much.
    - must be fillable with trigger hurts easily. The 2 rooms behind the doors need seperate trigger hurts.
    - There should be LOTS of "jp blockers" on the ceeling to block jetpackers and lerks a bit.
    - Playing defensive only should not be too easy. It should always give a way to outflank and attack from behind.
    - Should not be too open, make simple short vents and resting/hiding spots.
    - You can use LOTS of light entities but no other aditional entities if possible. Entity count is already astronomic and this map can blow up 30 mines at once serveral times without problems.
    - The teleport targets must be near ground. Telefragging is a must have!
    - one umbra should not fill the whole arena at once.
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