You should make a tut on how to map for 2d Deathrun... Include A Example map / On how we tell players what is what...
I would love to map for this but its a tad confusing
Make it so a player can spectate them from side, and can set off the traps :b
[QUOTE=Pilotclan9404;18525730]You should make a tut on how to map for 2d Deathrun... Include A Example map / On how we tell players what is what...
I would love to map for this but its a tad confusing[/QUOTE]
Yeah, I would like that too...
So far all i managed to get working is walking left and right, not even team specific spawns.
I can Map for this, i'd love to, No problemo, just give me a day or two until i get a new graphics card.
Pm Me
I'll provide a map with the very basics in the next 48 hours. For the time being, the Hammer map file, that is provided with the SVN in the maps/ folder, contains an example map, with a lot of VISGROUPS. You can check on and off the visgroups to understand how it's made.
Why do you need trigger_pushes to keep the player in place? Just modify the GM:Move hook.
[QUOTE=Nori;18533812]Why do you need trigger_pushes to keep the player in place? Just modify the GM:Move hook.[/QUOTE]
That's because maps need a degree of control over the player "third dimension" offset. If you look at the Killers layer, there are playerclip brushes that have the purpose of moving the players near to the fourth wall. It's not like players are perpetually locked exactly on a certain axis.
The mapper can move the players "third dimension" offset at will : The difference with FPS movement is that players can't do anything about it if they are pushed away from the map / closer to a wall.
An example is in the map I'm making, it moves the player off the path and up a ramp. I can just push the player onto the ramp and allow the path to continue which looks better than just the path ending and a ramp being there.
[QUOTE=Strongbow;18534843]An example is in the map I'm making, it moves the player off the path and up a ramp. I can just push the player onto the ramp and allow the path to continue which looks better than just the path ending and a ramp being there.[/QUOTE]
One application of this can be a third-dimension conveyor that leads a to a pit, and you need to get off that conveyor at the right time to continue the path. The killers could have some degree of control over the speed of the conveyor thanks to a distance measured between two props that killers can move.
This is actually turning into something fun to make! I've gone for a more outdoors feeling rather than the example you made.
[media]http://www.youtube.com/watch?v=tI1ReQwb_x4[/media]
Currently everything is just being activated by a trigger I'm walking through (no bugger to help test it with me).
Does anyone have any ideas for traps?
(I'm sorry to be putting these in your thread. Say so and I'll post it in the mapping section or something. I just thought it'd make sense to be here)
Have yet to implement the traps, gonna finish it up tomorrow. May do 1-2 too.
Edit: Actually gonna wait till I've done 1-1 through 1-4 till I post anything else. May switch to the All-Stars SMB1 too.
[hd]http://www.youtube.com/watch?v=BVvUHVjktTw[/hd]
(eyes explode from the awesome)
Pretty cool.
Lookin' Good, Would love to see another (finished) 2D gamemode.
This looks really cool so far.
Here's hoping for some I Wanna Be the Guy-inspired maps with insane traps.
Hell, I'll open up Hammer and look into it myself.
[b]EDIT:[/b] I just realized that IWBTG relied a lot on double-jumping. Ever considered adding a mapper-toggleable double-jump? If not, that's fine; I'll just have to get more creative.
Couple days late, but nearly finished.
I know I said I'd wait till I did 1-2, 1-3 and 1-4 too but, it'll be awhile before I get those all done.
[media]http://img.photobucket.com/albums/v517/JesseTyler/dr2d_smb_1_10003.jpg[/media]
[media]http://img.photobucket.com/albums/v517/JesseTyler/dr2d_smb_1_10004.jpg[/media]
[hd]http://www.youtube.com/watch?v=X-lvr5yjb2M[/hd]
Waiting until later today when a friend can help test the traps before I upload it.
Edit: Gonna hold off on uploading/finishing until the gamemode's more updated. Currently when there's more than one person playing, the Killer's POV is broken (Wall doesn't disappear) assuming because of this error.
[code]Timer Error: deathrun2d\gamemode\ply_extension.lua: attempt to call method 'GetGamemodeKillerCookie' (a nil value)[/code]
And there's no real way that I see to have the Runners win at this time, but that's probably coming.
[QUOTE=JesseTyler;18639804]Words.. Pictures .. Words .. Video..[/QUOTE]
Amazing map. Deathrun + mario sounds = win
Love the idea of mapping for this...
That's pretty hot, if I gotta be honest.
[QUOTE=JesseTyler;18639804]...[/QUOTE]
Update, see if this works. I currently have no way to test it out.
If you're really fancy, you might want to implement dimension changes. E.g. a trigger entity, that rotates the camera to the left and makes you continue towards the original camera... :v:
awesome
why not enter the fretta contest with this?
EDIT: I can't see the last video you posted..... it says it's private
[QUOTE=maxolina;18702195]awesome
why not enter the fretta contest with this?
EDIT: I can't see the last video you posted..... it says it's private[/QUOTE]
I need to focus full attention on GarryWare Two development. And more than that, DeathRun 2D is 15% of code, 85% of mapping. This is not much code in DeathRun 2D, just like the original Death Run.
[QUOTE=Ha3;18750545]I need to focus full attention on GarryWare Two development. And more than that, DeathRun 2D is 15% of code, 85% of mapping. This is not much code in DeathRun 2D, just like the original Death Run.[/QUOTE]
You are the same man who's doing garry ware two? xD didn't know that.........
Is This Still going to Happen, And do you need More Maps?
It would be an idea to remove the 'Death' Team, or another mode to choose between "Automatically activated Traps" or "Externally activated Traps", so to make people not get bored of waiting, but just making them restart walking.
Nice map.
[QUOTE=ddrl46;18852819]Nice map.[/QUOTE]
Yeah, too damn right...
When the time comes and you need testers, im here for this sure to be Awesome gamemode!
Over and out!
How is this going??
[QUOTE=Wizard0fAhhhs;24165812]How is this going??[/QUOTE]
are you fucking serious
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