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 Maps 
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Post Maps
Post ideas for maps here.

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fishy.36


Sun Mar 09, 2008 10:53 pm
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Post my idea
as i said somewhere before - vicious animals: a map designated animal type would be good, with variose AI behaviors, eg: hunting animals, patroling guards and rioting citizens ect.

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fishy.36


Sun Mar 09, 2008 10:55 pm
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Agreed, that would make for interesting multiplayer gameplay when you don't have around 10-20 people to play with.... more like an assassin or city takeover with only 3 or 4 soldiers... or just a small deathmatch with interference from civilians ect. It would be great to see a mob of badly armed, stupid, swarming civvies trying to take out a couple of guys with guns :D


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Mon Mar 10, 2008 6:03 am
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Perhaps a game mode could be that you must take out the enemy's "civilian" population while protecting your own? This could get messy... so bring it on! :twisted:

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Tue Mar 11, 2008 6:41 pm
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oooh, that's an frame rate killer. I suppose you could have new ones spawn when old ones die with a limit on the amount that can spawn at any time/all together.

Discuss it (Do my thinking for me, I'm lazy and busy with school production atm)

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Wed Mar 12, 2008 4:55 pm
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for this suggestion... id call it something like assault or something..
anyway, it would probably be somewhat like basestrike, except the civvies are more fragile than buildings.. you should be able to order them around and they should have one step bellow n00b AI, so they can use guns if they find them, but suck at aiming & dont use advanced tactics...
in suck a map there wouldnt really be a way to have an anarchy gametype, because civvies would be faction based..
maps would have to be quite large, because we cant really have two civ towns next to each other.. its implausible.
this will also help us stay away from civ vs civ conflicts, because only agressive based civs would want to come with you (and youd have to buy them weapons for them to be any good :roll:)
i think a bots personality should be randomly assigned, and in civ maps only 5-15% should be aggressive (and they should still have shitty AI)
just musing.
wed also have to find a way to make this less cpu-intensive.. civs wouldnt require as many polys.. but their AI would be a kick in the face to your processor.. any ideas? maybe they could be calculated by the nearest player to them, then their locations, statuses, etc. sent to everyone.

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Wed Mar 12, 2008 6:23 pm
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Post Rioting citizens
You could have set paths for rioting citizens to follow and have them only detour if they hear/see/somehow detect a player.
also rioting citizens would have to have theire own unique way of entering the battlefield else it would look pretty bad (and be anoying, if suddenly POOF! an angry mob appears around you with you in the center)...

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fishy.36


Tue Mar 18, 2008 1:30 pm
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Post Jungle creatures
for the ai in jungle creatures i suggest that you have several set methods:
1. a creature has it's basic behavior pattern - eg. wander
2. upon detecting a player the creature goes into hunt mode and stalks the player
3. the creature is either scared off (ie big gunfight) or attacks the player (Depending on how many players are grouped together, cos a creature probly wont attack 15 people unless it's in a pack...)

If possible creatures could follow by scent as well as sight and hearing.
Also check out their (for real animals) habits, ie leapards in a tree.

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fishy.36


Tue Mar 18, 2008 1:35 pm
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Yes, leapords in a tree.

I hope you have fun coding that, cos I'm sure as hell not going to.

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Last edited by unussapiens on Tue Mar 18, 2008 8:10 pm, edited 1 time in total.

Tue Mar 18, 2008 4:09 pm
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LOL..
i think some pathers/lynx might do that.. but fuck it XD if youre that deep in the jungle we can just make them resting on the ground near some logs and bushes...
0.o odd idea XD
anyway. ideas for the internal side of this in ideas. this is getting too dev-y.

i think there should be completely benign creatures, like sparrows/lizards/voles/fish that you can kill if you so desire or they can run away. any sort of loud noise would send them running. it would be purely atmospheric but a nice feature. the AI would be kinda simple too.

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Tue Mar 18, 2008 7:04 pm
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Post Re: Maps
Idea for civ's not chewing as much CPU: How 'bout their aim is set by a grid and a random number generator. 0,0 would be a perfect headshot, for example. Now the civ's aim would be determined by the random number generator (would that be hard to code?). All you'd need to do is set the limit.

Test
Limit: -100 to 100
Co-ordinates: -43,98

I used the random number generator programmed into my calculator and it to Random Integer (or something) and ran it twice. That was a pretty inaccurate shot, so I think this could work without chewing that much CPU. Oh, and in case you didn't know, the first co-ordinate was on the x, or horrizontal, axis, and the second was the y, or verticle, axis.

Creatures? Nice idea, but this is more about killing the opposing team, yes? Perhaps the only animals could be guard dogs. Following by scent is an awersome idea, but not exactly fitting.

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Tue Apr 01, 2008 9:21 pm
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Post Re: Maps
For civilians it's not the computing we're worried about, it's the graphics. Each new person is 2000-3000 new polys (off the top of my head). If you want a small crowd, say 50 people, that is 100000 - 150000 polys. Add in the map, any dynamic scenery, etc. and you get a very low fps.

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Tue Apr 01, 2008 9:28 pm
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Post Re: Maps
Civ's shouldn't really hang around in crowds, it's a war after all. If they were armed, maybe 10 of them should be standing with their backs to each other fighting for their lives. Otherwise, you'd only see 50 civ's fleeing and splitting up. As if they'd riot through the streets, they wouldn't stand a chance and in real life, they'd know it.

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Tue Apr 01, 2008 9:34 pm
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Post Re: Maps
which is exactly why i dont like the idea of riots. now town vs town maps with you telling civs what to do (be it arming them and saying "go that way" or making them hide) would be fun, it would feel like 30%rts, 69%fps, 1%luck :)
armed civs should be very innacurate and probably have higher recoil with high power weapons. they would also have a much lower pain threshold and stamina.
for poly levels, i suppose we can make clothes simple and only have decent quality in the face/head/hands. or just have lower quality models for draw distances.

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Wed Apr 02, 2008 6:48 am
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Post Re: Maps
You could do a game mode where there a civs in certain buildings, and you have to stop enemy soldiers from planting HE on them to kill the civs,

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Sat May 31, 2008 4:20 am
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Post Re: Maps
Umm, I like fps action and such, but I think you should have a level or two where you have to sneak around and pick off people without alerting people of your position and the aim is to find a good vantage point and snipe someone, and then get out without being noticed.

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Sat May 31, 2008 11:00 am
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Post Re: Maps
Yes, we've been planning a few like that (Think assasination of world leadsers)

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Sat May 31, 2008 12:02 pm
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Post Re: Maps
ok i have an idea for a match

CTF [Capture The Flag]

hope my pic works:

Image
anyway you capturee bases by standing near them

[TEAM] {}{}{}{}{}{}{} [Captured]

then when you start to capture a base [by standing near it] [as a blue team player in this example]

[BLUE] {0}{}{}{}{}{}{} [Captured]

[BLUE] {0}{0}{}{}{}{}{} [Captured]

[BLUE] {0}{0}{0}{}{}{}{} [Captured]

[BLUE] {0}{0}{0}{0}{}{}{} [Captured]

[BLUE] {0}{0}{0}{0}{0}{}{} [Captured]

[BLUE] {0}{0}{0}{0}{0}{0}{} [Captured]

[BLUE] {0}{0}{0}{0}{0}{0}{0} [Captured]

that base is now your teams and you can respawn there when you die.

getting a base back

[BLUE] {0}{0}{0}{0}{0}{0}{} [Captured]

[BLUE] {0}{0}{0}{0}{0}{}{} [Captured]

[BLUE] {0}{0}{0}{0}{}{}{} [Captured]

[BLUE] {0}{0}{0}{}{}{}{} [Captured]

[BLUE] {0}{0}{}{}{}{}{} [Captured]

[BLUE] {0}{}{}{}{}{}{} [Captured]

[TEAM] {}{}{}{}{}{}{} [Captured]

[RED] {0}{}{}{}{}{}{} [Captured]

[RED] {0}{0}{}{}{}{}{} [Captured]

[RED] {0}{0}{0}{}{}{}{} [Captured]

[RED] {0}{0}{0}{0}{}{}{} [Captured]

................you get it..............


now you cant capture theyre main base/starting base

there are an odd number of bases

time limit of your choosing

whoever has tha most bases when time is up wins

you get points for player rankings by killing enimies nutriliizing bases capturing bases

limited number of men/respawns

e.g.

200 men

Blue vs red

blue kills a red player 200 - 1 = 199 etc

ill finish this tomoz ok??

ohhh can you edit posts??

and anyone who would lyk a better explaination of this mostly designers lyk Geti and umm yeah tha other guy just pm me on here or FLD

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Sun Jul 20, 2008 10:01 pm
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Post Re: Maps
ummm... is it just me or does everyone already know how CTF works... also, this isn't even capture the flag... this is just battlefront(TM) gameplay with base captures...

also this is a map post thread, not a gameplay thing... sorry for the harshness but i'm tired... If you want to explain this furthur, the new post button is very free..

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Mon Jul 21, 2008 4:57 pm
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Post Re: Maps
yeah thats exactly how battlefront works.
also on your other questions,. you can edit posts, there is a nice big edit button, and an even bigger "new topic" button on just about every page of the forum XD

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Tue Jul 22, 2008 6:48 pm
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