[owc_noname] Collaborative Map
#1
Posted 16 December 2010 - 05:46 AM
Here's the plan. I've made a simple template map. It looks like this:
Pretty boring, right? Here's where you come in. I want you to place a fun/creative/funny trap in this room. It can be whatever you want (within reason). You then give your trap to me. I take everyone's traps and make a map that goes through some of them in random order. The rooms all look identical, but each has a different trap. I have some guidelines in mind for trap placement, but I'll refrain from posting them until I know enough people are interested.
Making a room and submitting would be extremely easy, so almost anyone could participate.
If you're interested, please say so!
#2
Posted 16 December 2010 - 07:53 AM
I'm sure a few of the team would be willing to pitch some ideas, including me, so I say go for it!
#3
Posted 16 December 2010 - 03:22 PM
Instant Loser, on 16 December 2010 - 05:46 AM, said:
er... *whistles innocently*
I'm glad you're making your own map in that style. The original guy who made that map suddenly turned into an arrogant douchebag and I'd love to help you beat him at his own game.
How about the exit wall gets blocked-off by a wall with Louis from L4D making an open-mouthed face (using G-mod), a sound effect of him screaming "PEELZ HEERE!!!" then he peppers the side and middle walls with high-speed pill bottles. The HL2 pill bottles; not the L4D bottles.
#4
Posted 16 December 2010 - 03:57 PM
If I get this started.
#5
Posted 16 December 2010 - 04:23 PM
I've thought about several systems, but the one I think I'm going with is this: add a _00 suffix to all your entities. I'll change it using search and replace to the correct number. UNLESS you want an entity enabled when your room starts. In that case, use a 00_ prefix.
Any trap that can reliably kill more than one person will definitely be overpowered. The recommended difficulty (for now) is somewhat reliably killing one person, somewhat reliably damaging a group, or unreliably killing a group.
The point of this map is surprise. If your trap requires surprise, and the players have seen the trap before, the only way to get them is to make the room unidentifiable. This means making the room look like the template. Even if your trap doesn't use surprise, having it remain identical will improve the traps of others. It's not strictly necessary to make the room look the same, but encouraged. If you do make it different, have a good reason and make it very different.
Try to make your room reusable. I might be able to get away with non-reusable rooms, but it's harder and, I think, less fun. Just do it.
Try to keep the map optimized. The template room is minimalistic for a reason. That means no idle NPCs at the start, use a point_template (also make it reusable). If you use custom textures, please try to keep them small. Blurry is sometimes OK. Also keep custom sounds low quality.
Other than those things, have fun!
#6
Posted 16 December 2010 - 05:09 PM
Instant Loser, on 16 December 2010 - 04:23 PM, said:
I've thought about several systems, but the one I think I'm going with is this: add a _00 suffix to all your entities. I'll change it using search and replace to the correct number. UNLESS you want an entity enabled when your room starts. In that case, use a 00_ prefix.
Any trap that can reliably kill more than one person will definitely be overpowered. The recommended difficulty (for now) is somewhat reliably killing one person, somewhat reliably damaging a group, or unreliably killing a group.
The point of this map is surprise. If your trap requires surprise, and the players have seen the trap before, the only way to get them is to make the room unidentifiable. This means making the room look like the template. Even if your trap doesn't use surprise, having it remain identical will improve the traps of others. It's not strictly necessary to make the room look the same, but encouraged. If you do make it different, have a good reason and make it very different.
Try to make your room reusable. I might be able to get away with non-reusable rooms, but it's harder and, I think, less fun. Just do it.
Try to keep the map optimized. The template room is minimalistic for a reason. That means no idle NPCs at the start, use a point_template (also make it reusable). If you use custom textures, please try to keep them small. Blurry is sometimes OK. Also keep custom sounds low quality.
Other than those things, have fun!
Got it. I'll work on it through the weekend.
#7
Posted 16 December 2010 - 10:25 PM
ScrooLewse, on 16 December 2010 - 03:22 PM, said:
#8
Posted 16 December 2010 - 11:12 PM
WAXT, on 16 December 2010 - 10:25 PM, said:
Sometimes I think he's bipolar. One night he's sobbing about how horrible his maps are, the next morning they're gems that no mapper can touch.
#9
Posted 17 December 2010 - 11:58 AM
- When the rebels are front of the door to exit this room, 3 button apear. The Overwatch can choose one deadly button : when a player press this button, the celling fall on him and die. We heard "WRONG!!!!!!!"
- The floor fall at some locations when a player walk on it. If a player fall, he die. To survive ? Walk very slow. We can divide the floor into 3 part at each "floor section". The Overwatch can choose which one fall.
- When a player is close to the end, half of the last hallway explode. Not to kill , but to spawn a helicopter/strider/other. It's the choise of the Overwatch.
#10
Posted 17 December 2010 - 12:27 PM
Quenquent, on 17 December 2010 - 11:58 AM, said:
- When the rebels are front of the door to exit this room, 3 button apear. The Overwatch can choose one deadly button : when a player press this button, the celling fall on him and die. We heard "WRONG!!!!!!!"
Quenquent, on 17 December 2010 - 11:58 AM, said:
Quenquent, on 17 December 2010 - 11:58 AM, said:
#11
Posted 17 December 2010 - 07:20 PM
A manhack with 20,000 health! (He would be confined to that room using the same thing you use to make the Combine barriers.)
RPS Wars
The first player to walk through one of the turns gets trapped in a box. Once both boxes are filled, they have to play rock, paper, scissors and the loser DIES! In the event of a tie, no one wins. Should the certain person be the only one left, he gets a free pass.
How should I code this one?
#12
Posted 17 December 2010 - 09:18 PM
I would rename to owc_collaborative.
#13
Posted 17 December 2010 - 10:27 PM
ScrooLewse, on 17 December 2010 - 07:20 PM, said:
A manhack with 20,000 health! (He would be confined to that room using the same thing you use to make the Combine barriers.)
I only did it in my maps by adding OnHalfHealth outputs to SetHealth 9999 inputs with counters and stuff. It doesn't work if you can kill it in one hit.
Unless I'm missing something, in which case FILL ME IN!
ScrooLewse, on 17 December 2010 - 07:20 PM, said:
The first player to walk through one of the turns gets trapped in a box. Once both boxes are filled, they have to play rock, paper, scissors and the loser DIES! In the event of a tie, no one wins. Should the certain person be the only one left, he gets a free pass.
How should I code this one?
Anyway, how about playing RPS against the overwatch? There would be three ow_button_gms to spring a cage in a certain spot, but with the right icons. After that there are a few ways you could do it. Let me think...
9 relays... too many...
logic_compare... wouldn't work...
logic case with math_counter... overkill...
logic_compare with 3 relays, might work...
AddOutput fun, not repeatable...
logic_multicompare I haven't used and the VDC says it's not reusable
3 logic_branches might work! Wait, no.
Yes! No.
Doublechecking logic_multicompare, nobody knows how to use it, might as well not try.
I'VE GOT IT
1 logic_compare and nothing else!
Name the GM buttons all 00_b or something like that. Give them unlimited charges and a OnPressed 00_b disable output.
Give the GM buttons outputs to send a TouchTest input to a trigger_multiple. Have that trigger get a OnTouching output to Open a func_door for the cage.
Parent some func_buttons to the cage for the player buttons. Name them different things.
have the GM buttons send SetCompareValue X to the logic_compare with X being 1, 2, or 3 for rock, paper, and scissors respectively. The numbers don't actually matter.
Also have the GM buttons send a Lock input to the func_button that they beat for the players.
Have the buttons send a OnUse logic_compare SetValueCompare X input for rock, paper, and scissors.
Also have the buttons send a OnUseLocked output to kill the players with a trigger_hurt and lift the trap.
Oh, and have each button send an OnUseLocked output to enable itself.
Have the logic compare have a OnEqualTo output to somehow do another round (I wouldn't) or perhaps just damage the players halfway and lift the cage. You can have use the same trigger_hurt for the killing if you time it right. It just hits twice for the losing outcome.
Have the logic_compare have an OnNotEqualTo output to lift the trap.
I don't know if I would have the cage come from the ceiling or the floor. Just make it really fast. You can't parent the buttons to the cage if it's just a func_brush.
I'd make the cage relatively big, since it's sublethal. It's OK to trap more than one person.
Make sure to make the trigger_multiple smaller than the cage by about 32 units on each side.
I think that's everything. Whew.
Uh, I think that's it.
#14
Posted 17 December 2010 - 10:31 PM
WAXT, on 17 December 2010 - 09:18 PM, said:
I would rename to owc_collaborative.
Owc_collaborate might work. Anyone else think so? (See, collaboration!)
Oh, and I can change the base map, or perhaps have two bases if people want traps that won't fit.
#15
Posted 18 December 2010 - 02:16 AM
Instant Loser, on 17 December 2010 - 10:31 PM, said:
Owc_collaborate might work. Anyone else think so? (See, collaboration!)
Oh, and I can change the base map, or perhaps have two bases if people want traps that won't fit.
Sounds good until you have to face all the different versions floating around and the ever-growing load times. Maybe you could release a new version every two or three months.
#16
Posted 18 December 2010 - 08:49 AM
Instant Loser, on 17 December 2010 - 12:27 PM, said:
Quote
Quote
For the map name, community is good too.
#17
Posted 18 December 2010 - 09:45 PM
The teleport back activates after 15 seconds unless the GM makes his choice, at which point the teleport is deactivated until the Rebel presses one of his buttons. It then lands him in an obscure corner of the Rock, Paper, Scissors trap.
This section should be done either tonight or tomorrow, seeing as this is my first genuine experience with mapping.
---
Maybe you should add some sort of object or symbol to the start and ends of each room to tell people that they are headed in the right direction.
#18
Posted 19 December 2010 - 04:49 AM
ScrooLewse, on 18 December 2010 - 09:45 PM, said:
I too have begun work on a simple area for the map. I'll keep you updated.
#19
Posted 21 December 2010 - 07:16 PM
WAXT, on 19 December 2010 - 04:49 AM, said:
I too have begun work on a simple area for the map. I'll keep you updated.
Not a bad idea. Not at all.
Due to my inefficient mapping skills, I am working on Valve Time. Sorry Instant.
Hopefully it should be here any minute now. Maybe a little longer.
#20
Posted 31 December 2010 - 08:46 PM
I've made some sample rooms for people to look at, if they want. Here are the VMFs.
- Squish: Press a button to move the middle block to either side.
- Rickroll: Either listen to the chorus three times or suicide by exploding barrel.
- Katamari: A giant Katamari rolls up everything in the middle area from right to left. Hits the dynamic entity limit pretty hard. I also need to get permission for the model I used. The engine won't let me actually roll the players up either .
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