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2 bombers:::concept test

Posted: Sat Oct 31, 2009 3:30 am
by Agent West
just an idea i got from KaBoom (i believe).

Flags: GM, WG, TH, N, QT, SW, L, ST, OO, V
Teams: Green VS Purple
Misc options : rico-yes
shots keep vertical velosity-yes
wings jump count-6
shot limits- GM:6, SW:1
max shots-3

NOTE: this is another one of them "test the idea/playability" type map, so it might have some bugs, i did not spend much time on working them out.

Re: 2 bombers:::concept test

Posted: Sat Oct 31, 2009 10:52 pm
by mrapple
cool concept.

up at bzbureau.com:5176

2 bombers. V4

Posted: Wed Nov 04, 2009 6:07 am
by Agent West
shooting through teles: fixed!
textures: changed!
bigger turret control box: done!
turrets: come on, mrapple, hurry up with them! :)

Mrapple: turret zones/weapons are on the bottom of the file, hard to miss. Options are on top.

Re: 2 bombers:::concept test

Posted: Wed Nov 04, 2009 11:08 am
by tobylane
Gravity is way too strong. I managed to fall out of one of the drop down box thingies that aren't very fun or useful (maybe needs loads of people). There's not enough stuff on the ground to break up shots, even with vertical velocity (again, forcing people to use WG).

2 bombers. V6

Posted: Wed Nov 04, 2009 3:05 pm
by Agent West
gravity: changed!
Note: to keep jump hights about same, jumpVelocity was changed also. The changes i made make you stay in the air longer while jumping.

Clear boxes: toby, i understand what you mean. However, we (mraple and i) are working on making the middle/lower ones into MG turrets (like on flying_popcorn's "Shooting Galery").

Also, in the future the map might get increased, and ground layout changed cosiderably. This is just a test.

Two aircraft.

Posted: Fri Jul 26, 2013 8:07 am
by Agent West
It's been few years, but i have decided to finish the map. So far the progress is been going good, gotta texture everything, add few more things to the map, install teleporters, bases, and flags. Here is what it looks like so far: (note that large piece in the middle that is not textured will be water)

Image

Also decided to rename the map to "Two aircraft".

Two aircraft

Posted: Tue Jul 30, 2013 6:32 am
by Agent West
Update.
Figuring out textures/flags. Already have teleporters to/from aircraft functioning.
Will add more trees (or other objects) to ground because the map looks empty right now.

Re: 2 bombers:::concept test

Posted: Sat Aug 03, 2013 6:51 pm
by Agent West
Update:
Got the map ready for initial play testing by the community.

Would like to add turrets to the nose sections of each aircraft, as well as GM to the 'pods' on wings, but having some issues with that right now.

(Had to do a .zip file since map file is too bit to upload directly here)

Re: 2 bombers:::concept test

Posted: Sat Aug 03, 2013 10:38 pm
by mr64bit
Looks great, I really like it so far. I like the texturing, and the ground has a "Mystic valley" feel to it. I can't wait for the turrets, that will be a lot of fun.
I noticed several things however.
  • When falling into the wing pods, you often get stuck. If you have wings, you can glitch through the walls to escape, but otherwise you're stuck.
  • The teleporter in the red tunnel is too high. The threshold sticks up out of the ground, and you have to jump through.
  • You can fall through the water into the tunnels beneath, instead of dying.
  • Tanks are not teleported by the teleporters in the planes, but I assume this is intentional.
  • I'm not sure whether the L flag on the tower is for shooting at the planes, but the tower is a bit too low. Because of _shotsKeepVerticalVelocity 1 it's pretty much impossible to hit anything at that range. (need a plugin to exempt laser from _shotsKeepVerticalVelocity 1. Possible?)

Re: 2 bombers:::concept test

Posted: Sat Aug 03, 2013 11:13 pm
by Agent West
Glad you like it so far :)

When falling into the wing pods, you often get stuck.
-Will look into that issue, although had not experienced it myself. However when trying to spawn GM flags there they spawn about 10-20 units above. With the "getting trapped" issue it almost sounds like there is some part of the mesh there that is invisible, yet exists.

Tanks are not teleported by teleporters in the planes.
-The teles are raised above the floor slightly to prevent a tank from being teleported into the floor and falling through to the bay where bases are. There will be a box there to make it more obvious that one needs to jump through to get teleported.

You can fall through water into tunnels underneath.
-Will look into that issue. The "floor" of the water channel is the one with death physics, not water itself. Sounds like there might be a "hole" of some sort in it.

Teleporter in red tunnel is too high.
-Same as with ones in aircraft they were meant to be jump-through for same reason. Will add sort of a base under each one to make that more obvious.

Laser flag on tower.
-Did not want to tell anyone, but there is a trick to the whole thing. It involves grabbing the L by either flying to it or climbing the tower and going to the opposite corner of the map to where the ruined buildings are. There one must climb to the top roof of the tallest ruin where it is a perfect sniping position for both the turret bubble and the GM pods. The trick is there to keep people from flying over to the tower and camping from it with Laser.

Re: 2 bombers:::concept test

Posted: Sun Aug 04, 2013 4:48 pm
by Agent West
Have fixed all of the issues mentioned above.
Still can't get flags to fall into wing pods. Instead they hover about 20 units above.