Just some food for thought.
in a map that never went public I had louvered air duct vent covers that the spy could push out from within the duct and would knock out or kill a Merc walking by below. It was challenging to hit the Merc and quite fun as the spy to watch the duct vent go spinning through the air and bonk the Merc on the noggin. The only challenge was making sure the vent cover had the same velocity as the spy so the spy wouldn't roll out of the duct and wind up under the vent himself. Some nasty results when that happened :) (And yes, falling objects were used in SCCT, I know :))
I am not expecting a carbon copy or even any implementation of an idea like this but I thought it might help spark some creative new ideas.
That's a great idea and one of the reasons I love making maps...creating what Ubi or others haven't thought of yet.
Quote from: Innocent-US on June 13, 2007, 07:11:11 PM
That's a great idea and one of the reasons I love making maps...creating what Ubi or others haven't thought of yet.
That's why i download every map i see for CT - to see what new it brings...
yet most don't show anything new, wich SUUXXX!!!!!!!!11oneone
Quote from: Innocent-US on June 13, 2007, 07:11:11 PM
That's a great idea and one of the reasons I love making maps...creating what Ubi or others haven't thought of yet.
Closet programmer.
I remember a couple of months ago, someone on this project was designing a map about a building in a warzone. And I suggested one of the optional hacks could send intel to one of the armies and they would use artillery or send planes (for more visual effect) to bomb down the building and open passages (maybe even force mercs and spies to go to the nearest air raid protected sections of the building for a little while).
Needs moar boxdrops!
Box drops are fun, the only problem is Ubi forgot to include the ability to import animations. That is why my box drop in Oilrig looks silly.
Quote from: Overstatement on June 14, 2007, 01:21:09 AM
Quote from: Innocent-US on June 13, 2007, 07:11:11 PM
That's a great idea and one of the reasons I love making maps...creating what Ubi or others haven't thought of yet.
Closet programmer.
I remember a couple of months ago, someone on this project was designing a map about a building in a warzone. And I suggested one of the optional hacks could send intel to one of the armies and they would use artillery or send planes (for more visual effect) to bomb down the building and open passages (maybe even force mercs and spies to go to the nearest air raid protected sections of the building for a little while).
that would be the idea I suggested, and Daybreak did a bit of work on it. The story goes that spies have to infiltrate and neutralize in a warzone before the military phucks everything up.
could still be done ala Machine Room being blown up.....
Quote from: goodkebab on June 14, 2007, 03:56:38 PM
That would be the idea I suggested, and Daybreak did a bit of work on it. The story goes that spies have to infiltrate and neutralize in a warzone before the military phucks everything up.
could still be done ala Machine Room being blown up.....
Yeah, but i'd like the spies to exfiltrate the data - not neutralize it, cuz neturalizing something that is going to be blown out in a few mins doesnt make sanse. i mean there can be PC's to hack, but the story should be changed :D
if you change the game too much then i will not like it. i do not want to start out as a noob once again, knowing that i am playing a game similar to sc but i cant figure anything out cause the whole story is changed and so is everything else
lol he's talking about the disc objective you are used to, in order to make the scenario more coherent.
but i hate disc hunt tbh
Quote from: Gawain on June 14, 2007, 06:29:57 PM
lol he's talking about the disc objective you are used to, in order to make the scenario more coherent.
but i hate disc hunt tbh
No, i'm talking about the "story" of the mission - it should be the spies extracting data (from a wirelles network - extracting data through some wireless networks and stuff, but while you mentioned the disk extraction... it could work with both objectives - you need to connect some HD to the Computers, then hack, and then again take the HD to your van (spies have to get to their Mission area, don't they??)
^this is just my opinion, whtever ::)
Has anyone played with creating destructable objects that would protect a spy from a single nade blast but be destroyed in the process? Always bugged me that I could continue to run behind a wooden box over and over again avoiding a nade blast by blocking it with the box. Just a thought but I'm not sure if this would open the door to more "OMG! The box blew up and made me lag! u suxzor!" God only knows we dealt with enough of that type of bs in CT.
Usually works with the Merc as 'shield' =/
I dont' really like the idea of stage hazards, like stuff that can be pushed or worse exploded onto a merc. Steel squat always annoyed me with its propane tanks scattered about.
I do like destructibles though, I find they add to the map and gameplay.
^^ those are awesome.....and one of the reasons why mercs shoot them out first thing.
Even PT had them in several maps.....they are considered game play elements and will certainly make it to the map.
Crap i hate when something is destroyed in any game - i have a crappy CPU (P4 3Ghz), and it makes my FPS drop to like 5 in an instant... -.-
3GHz isn't bad. I don't think thats whats causing it. I have 3.06Ghz and falling object are fine.
Quote from: Tidenburg on June 15, 2007, 08:41:59 PM
3GHz isn't bad. I don't think thats whats causing it. I have 3.06Ghz and falling object are fine.
No, i got 512 of crappy ram, a gf 6800 xt, my CPU is almost constantly overheating...
PENTIUM 4 IS CRAP
Lol. Im going on a big Pc upgrade fest soon. Dual Core, 2GB Ram, 22" Screen, 512 ATI Graphics card and Vista (even though it's crap.)
Yeah. Cost alot tho.
Yea explodable objects are definitely cool...the thing with squat is they are all out in the open so everyone shoots them out immediately. However, many a poor soul has forgotten about the cannister in the back of lab in krauser, or the one on the way into irradiation.
Quote from: B1nArY_001 on June 14, 2007, 07:34:39 PM
Has anyone played with creating destructable objects that would protect a spy from a single nade blast but be destroyed in the process? Always bugged me that I could continue to run behind a wooden box over and over again avoiding a nade blast by blocking it with the box. Just a thought but I'm not sure if this would open the door to more "OMG! The box blew up and made me lag! u suxzor!" God only knows we dealt with enough of that type of bs in CT.
You can do this easily with an SGamePlayObject in CT. Simply set up a mesh for the initial state, and then a destructed one - or just make the mesh disappear and have an emitter go off. I did something like this with a glass can that you can pick up and throw. If you hit a merc it hurt them a bit, but if you threw it hard enough it would break into different pieces. It had different stages too - like half broken, to completely broken.
I think that have a semi-dynamic environment is what makes things fun. If you throw a nade at a bunch of boxes, they should move a bit or get destroyed. This also makes things more challenging for the spy, becuase if you just into things the mercs can notice the movement. That's just my take on it.
I would love a secret passage for the spies which the merc can nade and the tunnel will collapse.
Quote from: goodkebab on June 15, 2007, 05:24:08 PM
^^ those are awesome.....and one of the reasons why mercs shoot them out first thing.
Honestly, they're just a pain in the ass for the merc. It's just giving the merc a pointless task to do at the start of the level for no real reason.
Destructibles are okay, but they should in general favor the spy. Like the vents in aqua, or the boards/doors you can shoot out in factory, as well as the destructible stuff in clubhouse. Generally, destructibles should be something the merc wants to keep intact. It's kind of cool to have the spy leave a trail of destructibles like in clubhouse.
The propane tanks are honestly just annoying. They're just something the merc shoots at the first opportunity and therefore doesn't even play a role except in newbie bashing scenarios, where they come off as being pretty cheap.
me <3 propane tanks :o
heh....ever put a laser mine next to propane tank? You can effectively double the range of effect with the mine.
I have gotten a LOT of spies like that.
Quote from: goodkebab on June 18, 2007, 03:54:01 PM
heh....ever put a laser mine next to propane tank? You can effectively double the range of effect with the mine.
I have gotten a LOT of spies like that.
like if the tank's range is 2, and the mines range is 2, then it works like
2+2=4??
No, because if the tank and mines range is equal then there is no increase.
You just use the largest number instead. So if the tanks range is 4 where the mines is two then its doubled...
Works best on cannisters in Machine Room in factory.
also,
if the range of the tank and mine is each 2....if you have them 1 unit apart, the range is 3. You can effectively get 3.5 or 3.9 as well.
Or like Spekkio you said....just blow the whole fucking room up.