Tired of charging down the same map?

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Bjarne BZR
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Tired of charging down the same map?

Post by Bjarne BZR »

How about making your maps random so that a player can never be sure how the map looks each time the map starts? Its really simple, but it may please you and your players all the same.

Example:

Set up 2 (or any number) script_object doors/walls/things that block the progress of the soldiers. Targetname them as in the script ( 1a, 1b ). Call:

Code: Select all

thread setup_maze
...from main and put:

Code: Select all

setup_maze:
	if(randomint 2) {
		$1a delete
	} else {
		$1b delete
	}
end
...in your script.

And tadaaaaaa, you won't know how the map looks every time anymore. :D
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tltrude
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random doors

Post by tltrude »

You could also make door triggers lock or unlock randomly. Then the players would be forced to find a new route each game.

A while back, someone was talking about making buildings random, but I don't think anything came of it.
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Post by jv_map »

Interesting idea, it shouldn't be too hard to spawn some random crates for cover ;).

Random buildings don't seem feasible to me...
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Post by Bjarne BZR »

I think you really need to be careful with random map design. It should always be obvious how the map works: Like a random wall placement, but you don't have to investigate the wall in any way, because of this the random locking of doors are ( to me ) a bad idea. This because we must always be very observant of what is a cool feature for a mapper, and what is a cool feature for a player. And beeing forced to try out doors every time you play a map is not fun for any length of time.

Because of this I would not lock doors at random. Instead I would place the door at random places.

But this is only if the doors are a main route in the map, if its a less important place in the map: it WOULD be cool (and realistic) with randomly locked doors.

What am I jabbering about? I guess just the fact that us mappers often do features that are cool because they are cool, not because it makes the map more fun to play...

:D
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Post by omniscient »

well a random building wouldnt be to hard, just make a really big random crate.
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Post by Bjarne BZR »

I think what jv_map is getting at is that a complete house is such a complex stucture that it will need to be part of the VIS compile stage to avoid really bad FPS when running the map.
To pop a building in and out of exisence would mean that it needs to be a script_object... and they are not considered "solid" objects by the VIS compile.
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