Page 1 of 1
Tired of charging down the same map?
Posted: Sun Nov 30, 2003 3:20 am
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:
...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.

random doors
Posted: Sun Nov 30, 2003 6:16 am
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.
Posted: Sun Nov 30, 2003 4:17 pm
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...
Posted: Sun Nov 30, 2003 7:32 pm
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...

Posted: Tue Dec 02, 2003 2:47 am
by omniscient
well a random building wouldnt be to hard, just make a really big random crate.
Posted: Tue Dec 02, 2003 3:35 pm
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.