I can see doing a map with more than one route as you go along. Have a split with a route that is shorter but harder and have a route that is longer but easier and then have them meet up for a bit and then split off again. Or do it with a choice for each jump element. This is how equestrian cross country races are done; you always have a choice of easy/long vs hard/short routes at each jump element. Adds a lot of strategy.
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4.2 Feature Preview - Jump Map Training
#32
Posted 22 August 2008 - 06:55 PM
I have an idea for you to add gametype 9 to regular UrT maps. Here is how you would do it:
- on gametype 9, you would add the goal gems at the end of certain jumps, granted, people could just walk up to those gems like morons and get the point, but the gameplay here would be more an honor system type gameplay. And obviously you could not have the map end when people hit all the goals, or else some moron would walk to them all and end the map.
- Then you would add walk-through-able func_wall (or model) items throughout the map. Ideally the jump route would be linear through the map, just because it's easier to direct the player through the map to all of the jumps this way, whereas if the jumps were all separate off on their own and with no order, you could easily miss one. There would be 3 types of func_wall (model?) items. One would be a big 3d START sign, FINISH sign, and number signs for each jump. The 2nd item would be like a yellow road line that you would follow to go to the next jump. The 3rd type would be thin swooshes (I am envisioning them being translucent purple or white) which would demonstrate the jump that you should do.
Again, obviously it would be very easy to cheat and just walk over the goals, but the main point of this isn't really the game of the goals (if you wanted to make it that way you would have to alter the maps which makes this idea much much more difficult) the main point is just training on real, actually useful jumps in real maps.
- on gametype 9, you would add the goal gems at the end of certain jumps, granted, people could just walk up to those gems like morons and get the point, but the gameplay here would be more an honor system type gameplay. And obviously you could not have the map end when people hit all the goals, or else some moron would walk to them all and end the map.
- Then you would add walk-through-able func_wall (or model) items throughout the map. Ideally the jump route would be linear through the map, just because it's easier to direct the player through the map to all of the jumps this way, whereas if the jumps were all separate off on their own and with no order, you could easily miss one. There would be 3 types of func_wall (model?) items. One would be a big 3d START sign, FINISH sign, and number signs for each jump. The 2nd item would be like a yellow road line that you would follow to go to the next jump. The 3rd type would be thin swooshes (I am envisioning them being translucent purple or white) which would demonstrate the jump that you should do.
Again, obviously it would be very easy to cheat and just walk over the goals, but the main point of this isn't really the game of the goals (if you wanted to make it that way you would have to alter the maps which makes this idea much much more difficult) the main point is just training on real, actually useful jumps in real maps.
#39
Posted 23 August 2008 - 02:52 AM
I like Bludshot's idea. I was thinking of something like that but he has filled in the details. It would take a bit of work and will need a mapper to work with someone who knows the jumps but I can't see why it couldn't be done. Uptown is an excellent example for this idea.
I agree that it shouldn't end the map when the first person gets through. Maybe it should wait until the last person gets through.
I agree that it shouldn't end the map when the first person gets through. Maybe it should wait until the last person gets through.
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