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[Feature] BunnyTrack
#7
(09-25-2008, 03:58 PM)tomozj link Wrote: Brilliant. Flags are easily possible - you simply attach it to the player. It's smooth and turns with the player. Anyway..

I like this. It's pretty cool, however I'm still not getting how this is a ctf mode? I think As a general race or such it's pretty cool, but lacks the feel of a team point scoring thing. I'd find this frustrating to do many times, as you'd be following the same path again and again - multiple maps would fix this as you said.

The CTF thing is a long story. In UT it had only one reason; you could score with flags. If you're at the end of the map, you get your opponents flag and run to your own flag to score. The two teams are completely separated from each other. The opponents team picks up your flag in the end and brings it to their own flag to score. UT has a few other benefits; you could boost other players with your instagib rifle to help them make difficult jumps.

I really just shouldn't have mentioned the CTF thing, because in pawn it's no problem at all. You could just enter a checkpoint and your score goes up. Let's forget about the flags :)

The nice thing about Bunnytrack is that, yes it is annoying, but it's also rewarding if you finally figure out how to do a jump. You have to be very careful and watch your steps. If you do manage to make it to the end, your new goal is to do it faster and faster.

(09-25-2008, 03:58 PM)tomozj link Wrote: Perhaps it'd be a race between two teams, and that each map is a different "round" - 5 rounds in total? So you play loads of maps, and the team with most wins is the overall winner?

Sounds good, but we could just leave it not teambased. In GTA there's not really anything you can do to help your teammates. If we do figure out something (for example: player A presses a button, an object comes flying towards player B, player B gets on and the object moves back to it's original position) it could be fun teambased. Teambased should be timed, like 15 minutes for every map and every win is 1 point for the team and for the player (so you can see who's the best player too).

(09-25-2008, 04:00 PM)Jay link Wrote: Lot's of challenges like this, especially with objects, will really make LVP more interesting in my opinion. I'm defintely in for the idea, I could even help map a few places since I have some experience myself. High scores would be nice, maybe for each course, say, a system where a player simply joins the course whenever they feel like, a checkpoint shows at the top, and the clock starts ticking? We could have different high scores and records for each course that saveĀ  :)

Everyone is welcome to map ofcourse :) And I like the timing idea too. It could be both teambased and singleplayer. If you feel like practising or setting a highscore, just select a map from a menu similar to race. You can try as much as you want, every time you die the counter is reset to zero. If you're bored or if you want to try another map you can /leave. If you want to have a competition, there could be a 15-20 minute timer (maybe depending on the map). If the time is up, (a) winner(s) will be declared and given some bonus cash and the game will be over.

(09-25-2008, 04:00 PM)Jay link Wrote: Nice video. That's quite a good map, definitely good enough to use in my opinion and a great start. The only problem with this system, is that since LVP already uses quite a few global objects, on a per world basis it only really supports at max about 130 objects, so we would have to be careful when it comes to limits. Unless, a proper handler was built that streams objects, then limits wouldn't be a problem. However the only problem with such a system is that it could be a heavy load on the server, especially now that it is official. I guess we'll just have to see how many objects we use when making the courses.

We should be careful with the server load. Some of our minigames are an entire gamemode on other servers. 130 objects shouldn't be a problem. The map I made is just objects, but we could use everywhere on the GTA map as a starting point for a map. I'm more concerned about timers. In the example map there's just one timer for the elevators, but some really challenging maps could have lots of moving objects, would that be a problem?

Something completely different; would it be possible to create a simple RotateObject? Since there's no such function yet, I guess it would need another timer for every object, that could be a problem.
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Messages In This Thread
[Feature] BunnyTrack - by Chillosophy - 09-25-2008, 03:31 PM
Re: [Feature] BunnyTrack - by Twilight - 09-25-2008, 03:37 PM
Re: [Feature] BunnyTrack - by Joeri - 09-25-2008, 03:45 PM
Re: [Feature] BunnyTrack - by tomozj - 09-25-2008, 03:58 PM
Re: [Feature] BunnyTrack - by Jay - 09-25-2008, 04:00 PM
Re: [Feature] BunnyTrack - by Wesley - 09-25-2008, 04:06 PM
Re: [Feature] BunnyTrack - by Chillosophy - 09-25-2008, 04:57 PM
Re: [Feature] BunnyTrack - by Jay - 09-26-2008, 11:54 AM
Re: [Feature] BunnyTrack - by HaZe - 09-27-2008, 11:38 PM
Re: [Feature] BunnyTrack - by Chillosophy - 10-27-2008, 11:52 PM
Re: [Feature] BunnyTrack - by Mike - 10-28-2008, 12:09 AM
Re: [Feature] BunnyTrack - by Jay - 10-28-2008, 01:36 AM
Re: [Feature] BunnyTrack - by Xen0n - 10-28-2008, 02:38 AM
Re: [Feature] BunnyTrack - by estroe - 10-28-2008, 10:53 AM
Re: [Feature] BunnyTrack - by Joeri - 10-28-2008, 04:58 PM
Re: [Feature] BunnyTrack - by Chillosophy - 10-28-2008, 05:23 PM
Re: [Feature] BunnyTrack - by tomozj - 10-28-2008, 11:37 PM
Re: [Feature] BunnyTrack - by HaZe - 10-29-2008, 12:09 AM
Re: [Feature] BunnyTrack - by Chillosophy - 10-29-2008, 11:08 PM
Re: [Feature] BunnyTrack - by Jay - 10-30-2008, 12:30 AM
Re: [Feature] BunnyTrack - by Barry - 11-08-2008, 03:58 PM