Environmental Control

General Discussion about Medal of Honor: Allied Assault and Pacific Assault.

Moderator: Moderators

Post Reply
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Environmental Control

Post by Gen Cobra »

I am posting this for people's opinions, not a poll. My newest map due to release in a 5 days was made especially for the talented mohaa player. All the explosions and changing environments are there to test the players ability to change strategy in an everchanging map. ( i.e. terrain changes...explosions that cause destruction to structures, distractions from airplane fly overs, etc.)
What I want to know is what you think about a map that tests your ability to change under these types of pressures, and the affects this may have one some peoples ability to play. Do you think this would help them get better at the game?
Don't think that the map posted at my 3 part post is the only type of map that will be created by me instituting these types of environments. Of couse this is TDM. Only the best could survive when you don't know from minute to minute whether or not the building up the road has a crack in it yet or not and someone is now leaning out the side and sniping you. These types of changes are everywhere in that map.
Please post your opinions or ideas here.
Thankyou
Image
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Post by Gen Cobra »

Ummm. I guess nobody has anything to say about this so....I'll just figure it out myself.
Image
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

I created several similar maps for Halflife, where you could destroy half the place and risk stuff falling on you all the time. But, players quickly learn where all the breakable stuff is and get it out of the way so it doesn't interfere with their gameplay. Gimmick maps rarely have long play life. They have considerable "wow factor" the first few times you play them, but they tend to get tedious quickly. I think this is something many mappers experiment with at one time or another. It's very unlikely I'll ever try it again.
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Post by Gen Cobra »

Well I guess I make so called "Theme Maps" and my "Theme" is to create and environment that kills and is deadly to the player. I find that type of challenge appealing.
Image
Slyk
Lieutenant Colonel
Posts: 361
Joined: Sun Jul 14, 2002 12:42 am
Location: Elizabethtown, PA

Post by Slyk »

I agree with both of you to some extent. I have a couple opinions:

1. Destructable Buildings: Make it so that the player, in MOST cases, CANNOT blow them up, unless with a bomb..no grenande barrages/emptying 50 rounds into them.
- make the explosions random time with a WIDE range of time based on map theme of enemy artillary support, planes bombing, etc. Use triggers that can be hide/unhide at various times to get an effect.

2. Terrain: something I'm toying with in respect to artillary. I've got a map that I am trying to put it in now where it opens with a German barrage before they assault. I'm setting up the barrage with random exploders that will blow out normal looking terrain for script_object craters. Trying to make it a little more dynamic.
- would be cool to take this to a 'random' level where the exploder and script_object could jump around a certain map region so you never know where it will blow...mix in a few of these and you're always guessing.


In overall concept I agree 100% with you Gen. Too many guys just charge ahead on a certain path and if they BLOW UP, they just bitch and respawn and try again....ARDENNES! I am trying to design my maps to FORCE teamwork or atleast some thought for the individual about which way to go, or how to advance under cover....not run-and-gun.

You've made some truly revolutionary stuff the last couple weeks...keep at it but don't overdo any one map with too much stuff...tedious is how it will feel...try to tie stuff into trigger events that are as random as possible.
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Anybody need firing nebelwerfers?
Live to map, not map to live.
-mohaa_rox, .map
moderator
User avatar
Butch
Lieutenant Colonel
Posts: 398
Joined: Fri Jan 24, 2003 11:30 am

Post by Butch »

what would be cool is having planes chase the players with machine guns, so they would have to hide
PFC.Butch
B Company, 2nd Ranger Battalion
US Army
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Post by Gen Cobra »

I made the walls so can interact with them. Who wants to place a bomb and get sniped trying? I made a lot of crates, barrels, wall exploders for a reason so the player can have the choice.
The planes in IRON TUSK will not kill you, BUT in some cases they can destroy structures you are in and make you fall to your death. Some planes are triggered by military radios hidden in the map.
I made thsi environment for changing conditions in the battle field, not for "THEME". It's a test of the best players in a very harsh condition.
Image
User avatar
PsychoE
Captain
Posts: 243
Joined: Mon Oct 21, 2002 7:40 pm

Post by PsychoE »

I think it sounds interesting. I will definately give it a go.
Post Reply