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dys_damage [WIP]

A place to discuss Custom additions to Dystopia.

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Postby Sgt_Hobo » Sat May 10, 2008 9:24 am

What Warsprite said. Take it from us: maps go through massive amounts of changes because certain parts didn't work or there was some issue with flow of objectives or what have you. Better to make an ugly, playable map now than a pretty, crappy-playing map now.

Case in point: from those 3 images of the overall outside of the map, is sniping a problem? Can a team of LRers or MKers (even 2) hold off advancement of the other team across the top of the dam? Is there another way to get around by going down underneath? If this is an issue, you'll need to put some cover topside (or worse case scenario, redo that part entirely). These are the kinds of things you really won't know answers to until you have actual rounds.

If you're worried about people not liking the dev textures, ignore them. Dev textures are a necessity.

Aside from that, I look forward to seeing this. A dam is an interesting idea.
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Postby K7-Avenger » Sat May 10, 2008 1:10 pm

alright, but still if anyone would like to play the level please just say, it would help me out a lot. i have been taking into account sniping and have eliminated threats that i know of, but without play testers i cant determine every location. Theres only one part set outside the dam so no LR rape. Ive tried to have more than one route to each obj. But i have not added jips and have no working objectives, i just want people to look around the map and try to fake some gameplay to see how it ends up.
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Postby ViralHatred » Sat May 10, 2008 1:53 pm

Well, if you want, I'm good at finding bugs/glitches/areas that shouldn't be accessable.
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Postby K7-Avenger » Sat May 10, 2008 2:12 pm

Please add me to steam friends.

name :

cheers
Last edited by K7-Avenger on Mon Jun 24, 2013 3:09 pm, edited 2 times in total.
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Postby K7-Avenger » Sun May 11, 2008 10:05 am

ive changed a lot of the storyboard, here it is

OBJECTIVE - 1 - destroy power generator

- RAISE POWER UNITS (VIA JIP)

- DESTROY POWER UNITS (IN MEATSPACE)
-lasers now down, can enter generator shield control jip

- DESTROY GENORATOR (IN MEATSPACE)
-area of corp building area power kncocked out


OBJECTIVE - 2 - capture upper spawn area

- enable lift via button, corps can disable by pressing button again, so
punks must defend once pressed (IN MEATSPACE)

-CAPTURE UPPER SPAWN (VIA JIP)


OBJECTIVE - 3 - destroy dam wall to flood corp buildings

- disable turrets (VIA JIP)

- open sub enterance through cs (fighting in CS, 2 jips each)

- GET INTO SUB AND PUSH TORPEDO LAUNCH BUTTON, TAKES 20 SECS, CAN BE DISARMED.
(IN MEATSPACE)

DAM WALL DESTROYED BY TORPEDO, CORP BUILDING AREA FLOODED, OBJECTIVE COMPLETE



Tell me what you think, im not that great at stories, what kind of obstacles would be good, any ideas? backhacking? give me your views.
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Postby ViralHatred » Sun May 11, 2008 11:36 am

Right, make it optional to go for the PU's (easier) or go for the Gen for OBJ 1.

Stick some kind of easily resettable for corp's trap thing to the generator so it is harder, but on a full pub would be less oticed giving someone a chance to get the Gen instead of trying to get past a good corp def.

Also makes it alot less tedious.

For OBJ 2 add stairs and a lift. The Lift would be quicker and would be harder to defend against.

E.g. Make stairs in a spammy GL area, Lift in an area corps can't get into. That would encourage the whole Defense thing.

The sub thing, makes no real sense. And kinda ruins the Dystopian feel, go for something such as "Open flood gates" Simpler to do.
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Postby K7-Avenger » Sun May 11, 2008 12:49 pm

yea i was having mixed thoughts on the sub, i also had the thought of breaking a large glass window under the water so flood the actual dam, but i think ill stick with flood gates. as for the lift and stairs, you will have to play through the map because its kind of hard to stick both in, theres 2 routes to the lift. But i can see 3 heavies with miniguns defending the one door way, making it impossible to get through, ill try redesign that bit. as for releasing a playable version, as soon as i get the hang on screens ill make the objectives so i can realse a version.
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Postby ViralHatred » Sun May 11, 2008 1:27 pm

Well you could always stick a vent or two in with toggleable lasers/fan for the Corp's so the punks have an optional route.
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Postby K7-Avenger » Sun May 11, 2008 4:48 pm

eye, what ill do is get the basic objectives done and then leave it to the testers to decide whats needed.
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Postby K7-Avenger » Mon May 12, 2008 5:09 am

ok well i finally got a screen working only now part of my objective wont work. The objective is breaking the laser power units so the laser comes down, only when i give the func_breakable the outputs needed, the func_breakable doesnt break ingame, its really weird, asseble did a similar thing at the end, anyone know if a different method was used?
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Postby ViralHatred » Mon May 12, 2008 6:43 am

post it's details/flags
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Postby K7-Avenger » Mon May 12, 2008 10:27 am

it was attached to a func_tracktrain, it worked until i put the outputs on it, i did it twice and both times failed. inputs were making a mesage apear and killing a model. Afetr i added these, the func_breakable still moved with the track train yet ceased to be able to break. very weird.
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Postby ViralHatred » Mon May 12, 2008 12:00 pm

So why does the func breakable move?
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Postby K7-Avenger » Mon May 12, 2008 12:55 pm

it moves because at first it is in the floor, and you use the jip to bring up the generator (func_breakable) to smash. like in assemble with the datastores
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Postby Sgt_Hobo » Mon May 12, 2008 1:04 pm

Now that my SAP quiz has concluded, I have more time to look through this, if you're still looking for more pairs of eyes.
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Postby ViralHatred » Mon May 12, 2008 1:39 pm

Well you're obviously doing it wrong then :)
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Postby K7-Avenger » Mon May 12, 2008 2:40 pm

its really annoying too, ill try work around it , as for the last objective where you open all the dam gates, i thought of the steps needed to complete it, here it is :

OBJECTIVE - 3 - open all dam gates

- activate gate control button 1 (in meatspace)
- activate gate control button 2 (in cyberspace)
- activate final gate opening sequence (takes 15 secs or so)


Mission complete

so it will involve something like the undermine objective, only in a small playable area. what you think?
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Postby ViralHatred » Mon May 12, 2008 3:05 pm

cs only/meat only OBJ's are not always good. What would be better would be a quick and easy CS route that takes like 30 seconds to get to the button, then a 60 second timer compared to a quick manual activation.
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Postby K7-Avenger » Mon May 12, 2008 5:54 pm

the 3rd objective idea involves the use of CS and MS, not quite sure what you mean.
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Postby ViralHatred » Mon May 12, 2008 6:06 pm

K7-Avenger wrote:the 3rd objective idea involves the use of CS and MS, not quite sure what you mean.


It means you need to have somebody who can deck and somebody to do meat.

On pub's chances are it'd be chaos.
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Postby K7-Avenger » Tue May 13, 2008 3:26 am

ah i see. well, ill finish mapping out the general area and then we will see what works. This is proving to be a tough task, hope it turns out ok.
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Postby K7-Avenger » Wed May 14, 2008 3:12 pm

i now know roughly how to work screens, and now im onto mapping CS, is there somekind of design pattern i need ? any tips on how it should be laid out for my objectives? any tutorials on them? cheers.
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Postby ViralHatred » Wed May 14, 2008 6:22 pm

Don't make huge ass long mazes, don't let deckers get bored.
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Postby Snowman » Wed May 14, 2008 7:10 pm

I'm curious how you plan on flooding the corp complex with water.
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Postby avv » Thu May 15, 2008 12:42 am

ViralHatred wrote:Don't make huge ass long mazes, don't let deckers get bored.


Yes make the cyber simple. Little irregular surfaces and gravity switchers. Little travelling in tubes. Take example of fortress 3 rd obj cyber and undermine 1st obj cyber. Those are best cybers in the game. No circus tricks, just fast paced cyber fighting.
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