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fishy.36
Developer
Joined: Wed Mar 05, 2008 8:41 pm Posts: 74
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 Maps
Post ideas for maps here.
_________________ fishy.36
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| Sun Mar 09, 2008 10:53 pm |
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fishy.36
Developer
Joined: Wed Mar 05, 2008 8:41 pm Posts: 74
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 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.
_________________ fishy.36
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| Sun Mar 09, 2008 10:55 pm |
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Altemo
Conceptual Dev
Joined: Fri Feb 22, 2008 8:11 pm Posts: 250 Location: Wherever work is not...
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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
welcome to the forums Fishy....
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| Mon Mar 10, 2008 6:03 am |
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Mush Man
Lurker
Joined: Wed Feb 20, 2008 4:42 pm Posts: 77 Location: NODL
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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! 
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 I am the Founder of Ninstar Networks where gaming just got personal! Come on over and join the fun!
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| Tue Mar 11, 2008 6:41 pm |
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unussapiens
Site Admin
Joined: Fri Jul 13, 2007 12:24 pm Posts: 342 Location: Melbourne, Australia
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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)
_________________ Nick Grant
I'll include it if you'll code it.
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| Wed Mar 12, 2008 4:55 pm |
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Geti
Developer
Joined: Mon Dec 10, 2007 5:11 pm Posts: 876 Location: Some Compy
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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  )
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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fishy.36
Developer
Joined: Wed Mar 05, 2008 8:41 pm Posts: 74
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 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)...
_________________ fishy.36
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| Tue Mar 18, 2008 1:30 pm |
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fishy.36
Developer
Joined: Wed Mar 05, 2008 8:41 pm Posts: 74
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 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.
_________________ fishy.36
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| Tue Mar 18, 2008 1:35 pm |
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unussapiens
Site Admin
Joined: Fri Jul 13, 2007 12:24 pm Posts: 342 Location: Melbourne, Australia
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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.
_________________ Nick Grant
I'll include it if you'll code it.
Last edited by unussapiens on Tue Mar 18, 2008 8:10 pm, edited 1 time in total.
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| Tue Mar 18, 2008 4:09 pm |
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Geti
Developer
Joined: Mon Dec 10, 2007 5:11 pm Posts: 876 Location: Some Compy
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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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Mush Man
Lurker
Joined: Wed Feb 20, 2008 4:42 pm Posts: 77 Location: NODL
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 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.
_________________ Signed, Mush Man
 I am the Founder of Ninstar Networks where gaming just got personal! Come on over and join the fun!
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| Tue Apr 01, 2008 9:21 pm |
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unussapiens
Site Admin
Joined: Fri Jul 13, 2007 12:24 pm Posts: 342 Location: Melbourne, Australia
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 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.
_________________ Nick Grant
I'll include it if you'll code it.
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| Tue Apr 01, 2008 9:28 pm |
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Mush Man
Lurker
Joined: Wed Feb 20, 2008 4:42 pm Posts: 77 Location: NODL
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 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.
_________________ Signed, Mush Man
 I am the Founder of Ninstar Networks where gaming just got personal! Come on over and join the fun!
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| Tue Apr 01, 2008 9:34 pm |
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Geti
Developer
Joined: Mon Dec 10, 2007 5:11 pm Posts: 876 Location: Some Compy
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 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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Staples
Lurker
Joined: Mon May 26, 2008 10:43 pm Posts: 59 Location: Liverpool
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 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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//Zander
Developer
Joined: Fri May 30, 2008 10:17 pm Posts: 14 Location: Australia
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 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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unussapiens
Site Admin
Joined: Fri Jul 13, 2007 12:24 pm Posts: 342 Location: Melbourne, Australia
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 Re: Maps
Yes, we've been planning a few like that (Think assasination of world leadsers)
_________________ Nick Grant
I'll include it if you'll code it.
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| Sat May 31, 2008 12:02 pm |
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Thommo
n00b
Joined: Sun Jul 20, 2008 4:24 pm Posts: 1 Location: Melbourne
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 Re: Maps
ok i have an idea for a match CTF [Capture The Flag] hope my pic works:  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
_________________ [= Thommo | Music =] Metal Head!!
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| Sun Jul 20, 2008 10:01 pm |
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Altemo
Conceptual Dev
Joined: Fri Feb 22, 2008 8:11 pm Posts: 250 Location: Wherever work is not...
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 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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Geti
Developer
Joined: Mon Dec 10, 2007 5:11 pm Posts: 876 Location: Some Compy
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 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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