[QUOTE=Ghast;15914285]You act like it's hard to comprehend how the entities work or how the gamemode works. Just look at the vmf.
All you have to do to test your map is playtest it yourself on single players with prop spawners where you put the av_prop_spawner at in your map, it's not hard.[/QUOTE]
Agree'd ive already explain this to some of the mappers entitys are not that hard to do...
You just place it down and add the custom names and valves required it not that hard..
I think he's aiming for playtesting is the hard part, not necessarily entity placement, but either way both are achievable without having access to the script.
I like how the gamemode trys to attempt to make something random by making the props spawn randomly so you don't know whats coming but after that it can get pretty boring just running up 1 hill just to press a button, over and over again.
Gameplay: Fun but might get boring very very quickly
it can be addictive so i suppose it kinda like most games. 8/10
Graphics: Although the map is only a beta test when i was in the server
the mapper said it took him 30 mins.... K i really do question that....
30 mins? To make a big room with entitys a hill and thats about it...
Something went wrong here, again i know it only a beta testing map
but 30 mins come on. 4/10
Short review i know overral 6/10 - Playable
Also i know this is only a beta but what more is there to do, there can't really be that much more
that i can think of you would do to suit the gamemode.
amen brother
Since Sadistic appears to never be on Steam here's the map that I made:
Spawn:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av001.png[/IMG]
Looking up from the spawn:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av_lookup.png[/IMG]
The Ceiling:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av003.png[/IMG]
Overview of the Winners Area:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av004.png[/IMG]
Finally, the close-up of the winners area with a fancy (not really) rotating triforce:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av005.png[/IMG]
Details:
- All the enties are in place, prop removers, spawn area, winners area, etc, etc.
- The triforce has the button entity in the middle of it.
- The ramps launch props at 2500 inches per second, doesn't affect huge props by a lot, definitely kills the small props though.
- There is a trigger_push on the entire pathway putting downwards (of course it only affects props) and pushes at 1000 inches per second, once again only really affects little props but is there to make sure heavy props go down smoothly.
Notes:
- If you could, you should make a list of every prop that you spawn with av_prop_spawner and set a default weight so the trigger pushes won't fling small props as fast and heavy props will go down as well. However, the map is stay playable even if you don't add that feature.
[QUOTE=Ghast;15914285]You act like it's hard to comprehend how the entities work or how the gamemode works. Just look at the vmf.
All you have to do to test your map is playtest it yourself on single players with prop spawners where you put the av_prop_spawner at in your map, it's not hard.[/QUOTE]
Thanks for reminding me of prop spawners. Actually, nobody needs this game mode to make a map that has falling props, it can all be done with logic entities and be free if your idiocy.
[QUOTE=Ghast;15915555]Since Sadistic appears to never be on Steam here's the map that I made:
Spawn:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av001.png[/IMG]
Looking up from the spawn:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av_lookup.png[/IMG]
The Ceiling:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av003.png[/IMG]
Overview of the Winners Area:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av004.png[/IMG]
Finally, the close-up of the winners area with a fancy (not really) rotating triforce:
[IMG]http://i516.photobucket.com/albums/u330/ClanNV/av005.png[/IMG]
Details:
- All the enties are in place, prop removers, spawn area, winners area, etc, etc.
- The triforce has the button entity in the middle of it.
- The ramps launch props at 2500 inches per second, doesn't affect huge props by a lot, definitely kills the small props though.
- There is a trigger_push on the entire pathway putting downwards (of course it only affects props) and pushes at 1000 inches per second, once again only really affects little props but is there to make sure heavy props go down smoothly.
Notes:
- If you could, you should make a list of every prop that you spawn with av_prop_spawner and set a default weight so the trigger pushes won't fling small props as fast and heavy props will go down as well. However, the map is stay playable even if you don't add that feature.[/QUOTE]
Let the triforce of courage power and wisdom be within you all =p, yay for the zelda fan
[QUOTE=GiGaBiTe;15916027]Hey guys, lets be an ass and make it as hard as possible for people to make maps for this game mode because we like being asses and coming up with alternatives that take ten times longer to implement, then go back and change them to the game mode's entities and take another good long time to make sure the timing is the same as the tons of prop spawners we were told to make.
Making maps for an unreleased game like NS2 where it's not in a playable state is one thing, but telling people to improvise and waste their time when a game is nearly complete by not releasing a beta to work with is pretty ridiculous, especially with no given reason other than it may be buggy.[/QUOTE]
Really, you're making me laugh. It's not hard at all to do what I said, if you can't comprehend it then something is wrong with you.
[QUOTE=Ghast;15916075]Really, you're making me laugh. It's not hard at all to do what I said, if you can't comprehend it then something is wrong with you.[/QUOTE]
Because the game mode's prop spawners are 100% the same as env_entity_maker and point_template.
This was awesome and fun, but at the same time got pretty old. Perhaps a stat's system to know how many overall wins, time and _____ you have. Perhaps skills? Still, nice job.
[QUOTE=GiGaBiTe;15916159]Because the game mode's prop spawners are 100% the same as env_entity_maker and point_template.[/QUOTE]
It's common sense, if the props that are used in the game can move down smoothly, then it will work on the gamemode script, seriously I'm done responding to your bitching it's ridiculous.
[QUOTE=Ghast;15916209]It's common sense, if the props that are used in the game can move down smoothly, then it will work on the gamemode script, seriously I'm done responding to your bitching it's ridiculous.[/QUOTE]
Yeah, you need to stop because you have no idea what you're talking about and have diarrhea of the mouth.
I have diarrhea of the ass.
[editline]04:16AM[/editline]
Since when did avalanches consists of trains, cars, water towers, crates, boulders?
[quote=wikipedia]An avalanche is a rapid flow of snow down a slope, from either natural triggers or human activity.[/quote]
It's more of a rock slide if anything.
Snow is overrated.
[QUOTE=Ghast;15916891]Snow is overrated.[/QUOTE]
You need snow to make an avalanche.
Realistic avalanches are overrated.
[QUOTE=Ghast;15916954]Realistic avalanches are overrated.[/QUOTE]
Doesn't matter on what type of avalanche it is, it's still snow.
[QUOTE=GiGaBiTe;15916027]Thanks for reminding me of prop spawners. Actually, nobody needs this game mode to make a map that has falling props, it can all be done with logic entities and be free if your idiocy.[/QUOTE]
Do better then ?
[QUOTE=Ghast;15915555]Since Sadistic appears to never be on Steam here's the map that I made:
*Pics*
Details:
- All the enties are in place, prop removers, spawn area, winners area, etc, etc.
- The triforce has the button entity in the middle of it.
- The ramps launch props at 2500 inches per second, doesn't affect huge props by a lot, definitely kills the small props though.
- There is a trigger_push on the entire pathway putting downwards (of course it only affects props) and pushes at 1000 inches per second, once again only really affects little props but is there to make sure heavy props go down smoothly.
Notes:
- If you could, you should make a list of every prop that you spawn with av_prop_spawner and set a default weight so the trigger pushes won't fling small props as fast and heavy props will go down as well. However, the map is stay playable even if you don't add that feature.[/QUOTE]
Holy shit, that looks nice, but I only have HL2 on the server so pakrat non HL2 models.
The trigger_push's aren't needed, all the props already have their mass set to 40,000 so they will fall down the hill.
All the props are up to the mapper/me though most of the props are pretty much what should be going down the hill.
[lua]
FallingProps = {
"models/props_wasteland/cargo_container01.mdl",
"models/props_wasteland/coolingtank02.mdl",
"models/props_wasteland/laundry_washer003.mdl",
"models/props_wasteland/laundry_dryer002.mdl",
"models/props_junk/TrashDumpster02.mdl",
"models/props_junk/TrashDumpster01a.mdl",
"models/Combine_Helicopter/helicopter_bomb01.mdl",
"models/props_c17/oildrum001_explosive.mdl",
"models/props_c17/oildrum001.mdl",
"models/props_c17/canister_propane01a.mdl",
"models/props_wasteland/horizontalcoolingtank04.mdl",
"models/props_wasteland/kitchen_fridge001a.mdl",
"models/props_wasteland/kitchen_stove001a.mdl",
"models/props_wasteland/kitchen_stove002a.mdl",
"models/props_wasteland/rockcliff01b.mdl",
"models/props_wasteland/rockgranite01a.mdl",
"models/props_wasteland/rockgranite01c.mdl",
"models/props_wasteland/rockgranite02b.mdl",
"models/props_wasteland/rockgranite04b.mdl",
"models/props_wasteland/rockgranite02a.mdl",
"models/props_wasteland/rockcliff06i.mdl",
"models/props_wasteland/rockcliff06d.mdl",
"models/props_wasteland/rockcliff01e.mdl",
"models/props_wasteland/rockcliff01c.mdl",
"models/props_wasteland/rockcliff01g.mdl",
"models/props_borealis/bluebarrel001.mdl",
"models/props_c17/FurnitureBoiler001a.mdl",
"models/props_c17/display_cooler01a.mdl",
"models/props_buildings/watertower_001c.mdl",
"models/props_interiors/VendingMachineSoda01a.mdl",
"models/props_lab/servers.mdl",
"models/props_combine/breendesk.mdl",
"models/props_c17/furnitureStove001a.mdl",
"models/props_c17/gravestone_cross001a.mdl",
"models/props_c17/gravestone_statue001a.mdl",
"models/props_c17/Lockers001a.mdl",
"models/props_wasteland/kitchen_shelf001a.mdl",
"models/props_wasteland/controlroom_storagecloset001a.mdl",
"models/props_wasteland/rockgranite04a.mdl",
"models/props_vehicles/van001a_physics.mdl",
"models/props_vehicles/car002a_physics.mdl",
"models/props_vehicles/car004a_physics.mdl",
"models/props_vehicles/car003b_physics.mdl",
"models/props_vehicles/generatortrailer01.mdl",
"models/props_vehicles/trailer001a.mdl",
"models/props_vehicles/truck001a.mdl",
"models/props_vehicles/van001a_physics.mdl",
"models/props_vehicles/truck003a.mdl",
"models/props_vehicles/tanker001a.mdl",
"models/props_vehicles/tanker001a.mdl",
"models/props_vehicles/tanker001a.mdl",
"models/props_vehicles/tanker001a.mdl",
"models/props_vehicles/tanker001a.mdl",
"models/props_vehicles/tanker001a.mdl",
"models/props_vehicles/car001b_phy.mdl",
"models/props_vehicles/apc001.mdl",
"models/props_vehicles/car002b_physics.mdl",
"models/props_vehicles/car003a_physics.mdl",
"models/props_vehicles/car005a_physics.mdl",
"models/props_trainstation/train001.mdl",
"models/props_trainstation/train002.mdl",
"models/props_trainstation/train005.mdl",
"models/props_combine/CombineTrain01a.mdl",
"models/props_combine/combine_train02b.mdl",
"models/props_combine/combine_train02a.mdl",
"models/props_combine/CombineTrain01a.mdl",
"models/props_combine/combine_train02b.mdl",
"models/props_combine/combine_train02a.mdl"
}
AVMusic = {
"music/HL1_song10.mp3",
"music/HL1_song17.mp3",
"music/HL1_song25_REMIX3.mp3",
"music/HL2_song12_long.mp3",
"music/HL2_song14.mp3",
"music/HL2_song16.mp3",
"music/HL2_song20_submix0.mp3",
"music/HL2_song20_submix4.mp3",
"music/HL2_song29.mp3",
"music/HL2_song3.mp3",
"music/HL2_song31.mp3",
"music/HL2_song4.mp3",
}
AVTimer = 0.42
[/lua]
You can configure whatever you want, even the music. The timer shouldn't be much lower otherwise it's going to get laggy from all the networking.
[QUOTE=nivek;15916674]Since when did avalanches consists of trains, cars, water towers, crates, boulders?
It's more of a rock slide if anything.[/QUOTE]
It's a name, it sounded better than anything else we could think of.
Make a map and find some snowy HL2 props?
Maybe I could make a option from the map config set all the props to some snowy texture or something.
You should go on Steam.
I tried this out yesterday, and like others have said, it is fun for the first 15 minutes but then gets boring. I suppose more maps will help, but I still think it needs something more.
[QUOTE=Ghast;15916209]It's common sense, if the props that are used in the game can move down smoothly, then it will work on the gamemode script, seriously I'm done responding to your bitching it's ridiculous.[/QUOTE]
He has got a point. While this gamemode is simple and you can replicate this gamemode with hammer entities/sandbox, it will cause delays if a mapper is trying to be a bit more ambitious and try something that isnt in the test map, for example obstacles? I imagine you haven't coded support for them by making the props have something to stop them getting stuck. For most mappers the lack of the released gamemode won't be a problem, but if they want to try something new and perhaps unstable, then its a good idea to give a release of SOME kind.
[QUOTE=conman420;15918746]He has got a point. While this gamemode is simple and you can replicate this gamemode with hammer entities/sandbox, it will cause delays if a mapper is trying to be a bit more ambitious and try something that isnt in the test map, for example obstacles? I imagine you haven't coded support for them by making the props have something to stop them getting stuck. For most mappers the lack of the released gamemode won't be a problem, but if they want to try something new and perhaps unstable, then its a good idea to give a release of SOME kind.[/QUOTE]
Holy shit lets all get off topic and just flame him saying we're better mappers than these guys are coders.
Lets flail our testosterone somewhere else, I hate it when FP just comes in to rage up threads, and instead of just saying it needs more, think outside the box and suggest something.
[QUOTE=wizzy;15920355]Holy shit lets all get off topic and just flame him saying we're better mappers than these guys are coders.
Lets flail our testosterone somewhere else, I hate it when FP just comes in to rage up threads, and instead of just saying it needs more, think outside the box and suggest something.[/QUOTE]
The only post offtopic is the one above this text.
No one is saying the coder is obsolete, no one is saying they're a better mapper than one another. We're simply discussing how to play test and disagreeing on some points.
[QUOTE=wizzy;15920355]Holy shit lets all get off topic and just flame him saying we're better mappers than these guys are coders.
Lets flail our testosterone somewhere else, I hate it when FP just comes in to rage up threads, and instead of just saying it needs more, think outside the box and suggest something.[/QUOTE]
I'm not a mapper I'm a coder. So your point is irrelevant, I could continue my argument but it would fall on deaf ears most likely.
So I will give you some suggestions:
> Don't make an upgrade system. The gamemode concept is pretty prone to being affected by this kinda stuff because of its simplicity.
> Make the top area a brush entity so as soon as you enter it the person wins. Waiting for Ghast to actually push the button is fucking annoying. Especially when its about 10 minutes.
> Perhaps add sounds to some entities like the train as them passing by you would add to the atmosphere perhaps?
> Make sure the prop is actually moving if you are going to do "death on touch"
Just some ideas on how you could improve things :)
I think that the ragdoll shouldn't be removed and maybe try it without the death on touch. And make the players be launched back to the beginning( don't code that, just let the slide down from the force) and if a player really gets hit with a prop then he'll probably die. "really" there is more like "REALLY get hit"
[QUOTE=Kalik 911;15922633]I think that the ragdoll shouldn't be removed and maybe try it without the death on touch. And make the players be launched back to the beginning( don't code that, just let the slide down from the force) and if a player really gets hit with a prop then he'll probably die. "really" there is more like "REALLY get hit"[/QUOTE]
That's a good suggestion actually, I kinda hate the touch thing now that people are bitching.
A simple EntityTakeDamage hook would work and keep props from killing you all the time, but making props push you down seems even more fun than instantly dying, that way you can jump over them and avoid them to keep the progress up.
Besides that, the prop sound idea is fucking great and it would be a good addition, like trains with CSound...I'm sure sad will agree.
[QUOTE=wizzy;15926101]That's a good suggestion actually, I kinda hate the touch thing now that people are bitching.
A simple EntityTakeDamage hook would work and keep props from killing you all the time, but making props push you down seems even more fun than instantly dying, that way you can jump over them and avoid them to keep the progress up.
Besides that, the prop sound idea is fucking great and it would be a good addition, like trains with CSound...I'm sure sad will agree.[/QUOTE]
You could also see the awesome body fly away on impact :D
[QUOTE=Kalik 911;15922633]I think that the ragdoll shouldn't be removed and maybe try it without the death on touch. And make the players be launched back to the beginning( don't code that, just let the slide down from the force) and if a player really gets hit with a prop then he'll probably die. "really" there is more like "REALLY get hit"[/QUOTE]
Okay, stop asking for ragdolls.
The only ragdolls I would put in would be clientside ragdolls which are already used but by having the spectator mode where you are respawned and put on the spectator team where you can fly around and stuff basically removed the default death ragdolls which are actually clientside so the server doesn't have to deal with 20 or 30 ragdolls to calculate where they are going.
The way I look at it as, it's either going to look retarded as hell with t-posing ragdolls appearing where people died or it's not going to happen. I'm all for the latter.
Also, the point of the gamemode isn't that it can be done in hammer easier or better or whatever. I know it can be done in hammer and was something I thought about doing however it is much easier for new maps to be made with a few simple entities and brushes than a bunch of logic and spawners and stuff.
Q.Q Perhaps it was the stress in the air atm, but I took that as shouting. But, I wasnt asking for it, nor do I feel it is necessary, I just think it would make it more comical. I also don't necessarily need to see other ragdoll's of players, but I dont know.
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