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Red Shifter
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Post subject: Mappers wanted for the Warfare gametype
Posted: Mar 19, 2009 - 09:43 PM
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More Unbearable by the Hour

Joined: Aug 05, 2002
Posts: 1768
Location: beyond the edge of the earth
Status: Offline
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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. |
| Description: |
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 Download |
| Filename: |
WarfareGameType.vl2 |
| Filesize: |
7.52 KB |
| Downloaded: |
93 Time(s) |
_________________ mw2 sucks
Last edited by Red Shifter on Mar 22, 2009 - 05:33 AM; edited 1 time in total
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Verna
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Post subject:
Posted: Mar 22, 2009 - 03:26 PM
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demi-god
Joined: Aug 16, 2002
Posts: 554
Location: Ohio
Status: Offline
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I think a modification of Sandurki is necessary  |
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Red Shifter
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Post subject:
Posted: Mar 23, 2009 - 07:49 PM
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More Unbearable by the Hour

Joined: Aug 05, 2002
Posts: 1768
Location: beyond the edge of the earth
Status: Offline
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Make it so... so we can suggest massive changes after its creation.
also play tribes next |
_________________ mw2 sucks
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Verna
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Post subject:
Posted: Mar 23, 2009 - 08:59 PM
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demi-god
Joined: Aug 16, 2002
Posts: 554
Location: Ohio
Status: Offline
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Pal I'm hardly ever near a computer on Saturday nights... ya'll wouldn't want me owning everyone anyways  |
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Red Shifter
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Post subject:
Posted: Apr 05, 2009 - 04:31 AM
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More Unbearable by the Hour

Joined: Aug 05, 2002
Posts: 1768
Location: beyond the edge of the earth
Status: Offline
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| bump |
_________________ mw2 sucks
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Red Shifter
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Post subject:
Posted: Apr 14, 2009 - 05:17 AM
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More Unbearable by the Hour

Joined: Aug 05, 2002
Posts: 1768
Location: beyond the edge of the earth
Status: Offline
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10 downloads of the gametype. Zero maps have come forward.
What's up? |
_________________ mw2 sucks
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Verna
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Post subject:
Posted: Apr 14, 2009 - 12:53 PM
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demi-god
Joined: Aug 16, 2002
Posts: 554
Location: Ohio
Status: Offline
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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 Shifter
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Post subject:
Posted: May 07, 2009 - 05:03 PM
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More Unbearable by the Hour

Joined: Aug 05, 2002
Posts: 1768
Location: beyond the edge of the earth
Status: Offline
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| damnit |
_________________ mw2 sucks
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Verna
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Post subject:
Posted: May 11, 2009 - 01:31 AM
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demi-god
Joined: Aug 16, 2002
Posts: 554
Location: Ohio
Status: Offline
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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 Shifter
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Post subject:
Posted: May 11, 2009 - 03:03 PM
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More Unbearable by the Hour

Joined: Aug 05, 2002
Posts: 1768
Location: beyond the edge of the earth
Status: Offline
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| :picard: |
_________________ mw2 sucks
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Laeren
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Post subject:
Posted: May 16, 2009 - 12:09 PM
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Pond Supporter

Joined: Aug 08, 2002
Posts: 804
Location: Minneapolis
Status: Offline
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I used to love this gametype I remember the debates and plans and arguments and brainstorming for this gametype. It used to have a diff name before, didn't it? |
_________________ T2: Wookiees of War!
SWG: Mayor of Rauha, Naboo (Starsider)
WoW: Circle of Fear (Argent Dawn server)
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