Map concept

General talk about the map making process.
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The Purple Panzer
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Map concept

Post by The Purple Panzer »

I've been using the AirStrike plugin on some maps (Quickshot mainly). It got me thinking - it might be possible to do a map that had the same kind of dynamics as a ship convoy, escorted by destroyers, being attacked by U-boats.

Of course this would be 'by analogy', spread out horizontally on the map rather than using the vertical dimension. The map would have heavy fog; imagine the "U-boats" being one team, operating with reduced speed and ST flags, with normal speed bullets. The 'escorts' be another team, and would have Airstrike, not an unreasonable analog to depth charges, and be reasonably fast moving. The convoy ships would move normally, and perhaps have SW (analog to small caliber artillery, or ramming).

It would be perhaps a CTF game, but that might have to be modified - certainly if the convoy got across the map it could grab a flag and win. For the attackers to win they'd have to sink some number (or percentage) of ships; perhaps by plugin that'd have them capture the other flag. Each "run" might take 20 min or so - would have to see if that's too long (boring), or not sufficient time for tactics to unfold.

Anyway, just an idea; thoughts welcome.
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Re: Map concept

Post by Zehra »

The concept of ship convoy vs U-boat is nicely thought of.

I think there might be a few potential issues implementing it, but there is a few possible solutions/workarounds I could think of.

The speed cannot be increased or decreased per player or per team, but there is two possible solutions/workarounds to this.

1. PlayerVar
PlayerVar - Per-Player Variables was made as a way to change player speed, skycolor, etc... on a per player basis. This should permit changing the speeds needed to make it work nicely along with other things.

2. Shot changing per flag
The shot type can be changed on a flag, this in theory means that High Speed and Agility can be altered a bit with to create slow and high speed players. (Variables would need to be altered by a good amount to permit them to work well.)
As for the shot/flag type, TeamWeapons was made and provides some information on changing shot types. (This plug-in is for 2.x and would need to be updated to work.)
ST remains the normal speed, since certain effects cannot be transferred to other flags.(ST, CL, T, N, MQ.[I'm not sure if this is a complete list.])

The part of teams can make this somewhat difficult or easy.
I'm assuming a few possibilities of how it could play out.

The part of the convoy reminds me slightly of the HitPoints game mode, in where it is basically based on lives.

Code: Select all

Hitpoints

Every kill you make gets you +1 HP.
Everytime you drop your Shield (by getting hit or dropping it), you lose -1 HP.
As long as your HP is at least 1, you will be given SH.
Counter is reset when you die.
Accepts one optional parameter, which is the limit of HP. Default is 10.
Team changing/switching might be required to make this work, so a third party API called bzToolkit would be needed.

I'm not exactly sure with points and scoring, but possibly something similar to All Hands On Deck and Last Tank Standing might work.

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Re: Map concept

Post by optic delusion »

We've tried many times to "zap" flags to players, and it's always the same. It starts out looking pretty good, but very soon there are packets lost and a player does not receive the flag. Then as soon as there are players running around without their assigned flag, the whole concept falls apart.
At least that's how it goes with plugins zapping flags to players, but i still haven't given up hope on a server mod that constantly checks to see if they actually have the flag....
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Re: Map concept

Post by optic delusion »

What would work... They spawn in a zone with no options except to pass through an area where they cannot help but pick up a flag, then pass through a teleporter... And i'm pretty sure you can forbid the dropping of flags very effectively, but can't remember how that's done.
Take a look at my Defender game mode concept.

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Re: Map concept

Post by Zehra »

optic delusion wrote: Wed Nov 15, 2017 11:49 pm What would work... They spawn in a zone with no options except to pass through an area where they cannot help but pick up a flag, then pass through a teleporter... And i'm pretty sure you can forbid the dropping of flags very effectively, but can't remember how that's done.
For some reason, this gives me the idea of physics drivers being used.
Tank spawns on physics driver and is forced through a field of flags.
This might work, but I'm unsure about it.

A bit with the part of having flags being stuck to players which might work.
A check could be done after the plug-in 'gives' a flag.
This would be done 5 seconds or so after 'giving' the flag.
If the result is no flag, it would give the flag again and make a check.
It gives the flag again if dropped and makes a check.
(I'm not sure if this would work, but I think it might be a possible workaround.)

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Re: Map concept

Post by Zehra »

Looking back, some changes to the API were made, so it might be possible to get this going some time.

BZFS API Events

Code: Select all

bz_eBeginHandicapRefreshEvent
bz_eComputeHandicapEvent
bz_eEndHandicapRefreshEvent
Although, I haven't checked of how well the current handicap system works, as well as the now current access made available through the API.
Still, while the precise speed can't be controlled, I think the general concept can be now more easily made than with either of the previous possibilities.
Although some aspects would very likely have to be taken from the second concept for this to work.

-Zehra
Those who are critical of me, I'll likely be the same of them. ~Zehra
The decisions we make are the ones we look forward too and the ones we regret. ~Zehra
There's a difference between knowing my name and knowing me, one shows respect to my name and the other is to who I am. ~Zehra

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