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Red ShifterOffline
Post subject: Mappers wanted for the Warfare gametype  PostPosted: Mar 19, 2009 - 09:43 PM
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On this subject, Celios and I disagree.

Celios is of the opinion that we need better maps. He might be right.

I am of the opinion that the gametype has run its course and should never see play on the pond again. I might be right.

Anyway, it's up to mappers out there whether we can try this great experiment again. In Warfare, your team has 10 minutes to capture the enemy switch, while keeping their own switch under control. Played to the best of 5 rounds.

Mapping Standards
  • The gametype in the .mis file should be listed as Warfare.
  • This gametype supports needsObjectiveWaypoint. Place it on all objects that should have it, including the team's switch.
  • You can make unrepairable generators pretty easily by giving them the notRepairable property. When you blow up an unrepairable generator, its waypoint will disappear. This waypoint will come back in the next round.
  • Quick pass FFs do not require scripts in this gametype. Set the quickPass property on a forcefield and it won't slow you down.
  • This gametype supports neutral objectives. Neutral objectives should use waypoint objects to mark the switch and not the needsObjectiveWaypoint property.


Scripting Standards
  • I'm not looking for scripted maps right now, but...
  • Overload WarfareGame::initScript for any scripts you want to run at the beginning of the round, right before the players are spawned. Don't use missionLoadDone/halfTimeOver.
  • Overload WarfareGame::startMatch for any scripts you want to run right when 'Match started!' appears.
  • Keep in mind that I'm not looking for scripted maps right now. Keep it simple.


What to keep in mind
  • Both sides should have the exact same resources available to them.
  • The gametype forces a team to split up into offense and defense. As such, you have less players on the field doing a single role as you would in comparable Siege maps.
  • Use less objectives than you would on a normal Siege map. If a team stacks the defense, you want them to have less points to break. On the other hand, if a team has little defense, you don't want them to have to abandon certain areas of the map.
  • Try not to use backdoors for capture. They are too difficult to defend when your team isn't solely focused on defense, especially when there's also a front door to worry about.
  • "Uphill Battle"-like maps should not be made. Keep in mind that the game is round-based and that a single failure isn't the end of the match.
  • If you make a remote base belonging to a team that is pretty far from their main base, place a waypoint object on it to mark which team it belongs to. It can get confusing if the green waypoint is the enemy base and the red waypoint is your base.


To help mappers test out their creations, I have attached the Warfare game type to this post. I'll let you know if it gets updated.



WarfareGameType.vl2
 Description:
Warfare Gametype

Download
 Filename:  WarfareGameType.vl2
 Filesize:  7.52 KB
 Downloaded:  1492 Time(s)


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Last edited by Red Shifter on Mar 22, 2009 - 05:33 AM; edited 1 time in total
 
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VernaOffline
Post subject:   PostPosted: Mar 22, 2009 - 03:26 PM
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Joined: Aug 16, 2002
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I think a modification of Sandurki is necessary Razz

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Red ShifterOffline
Post subject:   PostPosted: Mar 23, 2009 - 07:49 PM
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Make it so... so we can suggest massive changes after its creation.


also play tribes next

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VernaOffline
Post subject:   PostPosted: Mar 23, 2009 - 08:59 PM
demi-god


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Pal I'm hardly ever near a computer on Saturday nights... ya'll wouldn't want me owning everyone anyways Smile

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Red ShifterOffline
Post subject:   PostPosted: Apr 05, 2009 - 04:31 AM
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bump

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Red ShifterOffline
Post subject:   PostPosted: Apr 14, 2009 - 05:17 AM
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10 downloads of the gametype. Zero maps have come forward.

What's up?

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VernaOffline
Post subject:   PostPosted: Apr 14, 2009 - 12:53 PM
demi-god


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Working on one... GASP! Give me until next week

I need mass scripting halp though rs!!!! lulz jk

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Red ShifterOffline
Post subject:   PostPosted: May 07, 2009 - 05:03 PM
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damnit

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VernaOffline
Post subject:   PostPosted: May 11, 2009 - 01:31 AM
demi-god


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I forgot how to map so it's going to take me awhile to figure out what the hell I'm doing.

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Red ShifterOffline
Post subject:   PostPosted: May 11, 2009 - 03:03 PM
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:picard:

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LaerenOffline
Post subject:   PostPosted: May 16, 2009 - 12:09 PM
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I used to love this gametype Smile I remember the debates and plans and arguments and brainstorming for this gametype. It used to have a diff name before, didn't it?

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