Ow_Tetris
#1
Posted 08 February 2011 - 09:08 PM
#2
Posted 08 February 2011 - 10:38 PM
I like this idea. The GM spawns blocks in order to kill the rebels but this also allows the rebels to climb higher and higher until they reach the top.
#3
Posted 08 February 2011 - 11:09 PM
Like in a map where the rebels must reach the top of a skyscraper, the OW can see them from the front(or side), and not the top.
#4
Posted 08 February 2011 - 11:22 PM
You could try and set it up at a far enough back position maybe so they can see the whole map.
- Jason
#5
Posted 08 February 2011 - 11:47 PM
Jgoodroad, on 08 February 2011 - 11:09 PM, said:
Like in a map where the rebels must reach the top of a skyscraper, the OW can see them from the front(or side), and not the top.
Yup. I thought about this too.
Generalvivi, on 08 February 2011 - 11:22 PM, said:
You could try and set it up at a far enough back position maybe so they can see the whole map.
- Jason
... just like a real game a of tetris! thats what I thought. and what happens when the gm touches a brush? does it stop him? does the game crash?
#6
Posted 09 February 2011 - 02:27 AM
#7
Posted 09 February 2011 - 04:06 AM
#8
Posted 12 February 2011 - 10:47 PM
The simplest solution would be to make movement relative the the GM "up" vector to remove the XY plane restriction, however it's not that simple. If the GM was pitched a full 90 degrees towards the ground, the up vector would always be parallel to the XY plane. However, that isn't the case. The GM is usually pitched 80 degrees to give a better depth view. Not to bore anyone with the math, but at 80 degrees the "Up" vector would not be parallel to the XY plane, and would result in the GM moving along the Z axis as he moved forward and backwards. Obviously that's no good.
To further complicate matters, if you wanted a GM view looking at rebels moving up a building, you WOULD want a perfectly perpendicular view point with no offset. In this case, moving along the up vector would work.
So the question is, how do you account for both situations. I suppose we could maybe add fields to the GM spawning entity to allow the mapper to specify the movement vectors.
In any case, yeah this is doable if there is enough reason to do so.
#9
Posted 13 February 2011 - 11:37 AM
In any event, we'd need to figure out if spending time and resources into developing this feature is more of a priority than working on others.
Let me know what you all think.
Edit: On a personal note, I like the idea, just not sure if it's really worth the effort right now when there are many other things we could be working on.
Edit #2: Namen and I have been discussing it a bit more, it might be worth an attempt, but I'd like to hear your feedback first.
#10
Posted 13 February 2011 - 02:43 PM
#11
Posted 13 February 2011 - 09:13 PM
#12
Posted 13 February 2011 - 09:23 PM
#13
Posted 13 February 2011 - 10:09 PM
Trainzack, on 13 February 2011 - 09:23 PM, said:
The GM could simply play from above and not see the rebels. This would give the rounds much more guess work and not spell certain death for the rebels as they're less likely crushed by tetris blocks.
#14
Posted 18 May 2011 - 05:50 PM
WAXT, on 13 February 2011 - 10:09 PM, said:
The GM could simply play from above and not see the rebels. This would give the rounds much more guess work and not spell certain death for the rebels as they're less likely crushed by tetris blocks.
That sounds like the best idea for this.
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