Ns_teamdeathmatch_beta Needs Betatesting.
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
![Ollj](http://www.df5jz.de/Ollj/avatar.gif)
<div class="IPBDescription">400 point entities (100 trigger_changeta</div> And thats why it needs excessive testing.
This map has only 10 doors, 12 teleporters and 10 buttons but 400 point entities and 300 brush based entities.
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_beta.zip' target='_blank'>ns_teamdeathmatch_beta</a>
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_soundsA.zip' target='_blank'>some sounds (not essential and anoying buggy)</a>
How it SHOULD work.
<b>Its not allowed to build Phasegates anywere and its not allowed to blink trough doors or the big wall. Dont place more than 15 mines in each arena</b>
Arenas:
Marine and alien Spawn are not connected to each other. all the action takes place inside of arenas.
There are 4 arenas that get cycled trough the following actions:
1) Teleporter doors open, the big display shows the aim-arena, teleporters change their aim to this arena, 10 second countdown starts, doors close, players get teleportet into the arena.
2) Marines and Aliens now should have a quick last man standing fight that lasts for ~60 seconds. after 60 seconds 2 doors of the arena open. The door to the other side of your arena-teleport-start-location leads to the "winning button" of your team. When you press this button your team gets one point and everything in the arena, that is not behind your door, dies.
3) now the surwivers should use the teleporter back to their base. there is no intelligent alternative because...
4) after 10 more seconds everything in the whole arena dies (the arna resets)
5) 10 more seconds pass by till the teleporter doors open for that arena once again. (goto 1)
this cycle takes ~80 seconds and the teleporters cycle trough the 4 arenas so the teleporters teleport you to one Arena every ~20 seconds.
Points?
When the game starts both teams have "5,5" points.
In the first victory the winning team steals 0,5 points from the loosing team, every next victory its 1 point. When its 11:0 one team has won.
To make this more interestring there is a big wall of "vines that attack when your are looken the other way" that makes your spawn location smaller for every point that you loose, and bigger for every point you gain.
The bigger your spawn is the more resnodes does it include. in the first voctory the loosing team looses one resnode. Every next victory the winning team gets one more resnode and the loosing team looses one more.
Your resnode count equals the point count of your team.
The big Wall moves structures and kills them, when they are blocked.
When you loose one resnode by loosing a point the resource tower on it will be killed.
Initiating and reseting:
To initiate the game you need to press the "scorpian button that hovars without flapping".
Soon the first arena will open and the button dissappears.
When one game is over the walls should reset to their 5,5 points position automatically BUT the Arena cycle will not reset.
This means a second game will rarely start with the first Arena. (I cant reset the arena cycle because deelayed triggers dont reset).+
known bugs and exploits:
- <b>Its not allowed to build Phasegates anywere and its not allowed to blink trough doors or the big wall. Dont place more than 15 mines in each arena</b>
- 2 players of the same height can block the teleporter door from closing, one will die and the teleporter wont work for this arena once. then it will continue normally.
- Anything can block the arena doors from closing, whatever it is it will die 5 seconds after the door got blocked when its still in the arena then. the door will continue normally.
- Better stand on the bottom or you wont get teleported.
- Better stand there alone or one of you will (hopefully) evolve into a mutant fly that gets telefragged.
- Dont build structures to block the way to the teleporter doors. Dont spam CCs.
- Hives and CC dont die by the big door when one team has 0 points/lost. Spawn locations will be covered by the big wall (you will get stuck) than. Now you should F4 or all marines type kill in console and sell their ips to reset the game (aliens wont stop rewpawning).
- Above the teleporter doors are 4 small signs showing the names of the Arenas. Thoose are just for bugfixing. When one small sign is not glowing this means the arena is killing evrything inside of it (normally happens for 1 second everytime before that teleporter door opens). Dont join the arena when its small sign is not glowing due to a bug. It should glow again in ~80 seconds.
- The sounds are buggy as hell. sometimes you dont hear them and sometimes you hear them all at once but deelayed. The map works fine without them.
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_beta' target='_blank'>ns_teamdeathmatch_beta</a>
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_soundsA' target='_blank'>some sounds (not essential and anoying buggy)</a>
Pm me when you run it on a server.
This map has only 10 doors, 12 teleporters and 10 buttons but 400 point entities and 300 brush based entities.
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_beta.zip' target='_blank'>ns_teamdeathmatch_beta</a>
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_soundsA.zip' target='_blank'>some sounds (not essential and anoying buggy)</a>
How it SHOULD work.
<b>Its not allowed to build Phasegates anywere and its not allowed to blink trough doors or the big wall. Dont place more than 15 mines in each arena</b>
Arenas:
Marine and alien Spawn are not connected to each other. all the action takes place inside of arenas.
There are 4 arenas that get cycled trough the following actions:
1) Teleporter doors open, the big display shows the aim-arena, teleporters change their aim to this arena, 10 second countdown starts, doors close, players get teleportet into the arena.
2) Marines and Aliens now should have a quick last man standing fight that lasts for ~60 seconds. after 60 seconds 2 doors of the arena open. The door to the other side of your arena-teleport-start-location leads to the "winning button" of your team. When you press this button your team gets one point and everything in the arena, that is not behind your door, dies.
3) now the surwivers should use the teleporter back to their base. there is no intelligent alternative because...
4) after 10 more seconds everything in the whole arena dies (the arna resets)
5) 10 more seconds pass by till the teleporter doors open for that arena once again. (goto 1)
this cycle takes ~80 seconds and the teleporters cycle trough the 4 arenas so the teleporters teleport you to one Arena every ~20 seconds.
Points?
When the game starts both teams have "5,5" points.
In the first victory the winning team steals 0,5 points from the loosing team, every next victory its 1 point. When its 11:0 one team has won.
To make this more interestring there is a big wall of "vines that attack when your are looken the other way" that makes your spawn location smaller for every point that you loose, and bigger for every point you gain.
The bigger your spawn is the more resnodes does it include. in the first voctory the loosing team looses one resnode. Every next victory the winning team gets one more resnode and the loosing team looses one more.
Your resnode count equals the point count of your team.
The big Wall moves structures and kills them, when they are blocked.
When you loose one resnode by loosing a point the resource tower on it will be killed.
Initiating and reseting:
To initiate the game you need to press the "scorpian button that hovars without flapping".
Soon the first arena will open and the button dissappears.
When one game is over the walls should reset to their 5,5 points position automatically BUT the Arena cycle will not reset.
This means a second game will rarely start with the first Arena. (I cant reset the arena cycle because deelayed triggers dont reset).+
known bugs and exploits:
- <b>Its not allowed to build Phasegates anywere and its not allowed to blink trough doors or the big wall. Dont place more than 15 mines in each arena</b>
- 2 players of the same height can block the teleporter door from closing, one will die and the teleporter wont work for this arena once. then it will continue normally.
- Anything can block the arena doors from closing, whatever it is it will die 5 seconds after the door got blocked when its still in the arena then. the door will continue normally.
- Better stand on the bottom or you wont get teleported.
- Better stand there alone or one of you will (hopefully) evolve into a mutant fly that gets telefragged.
- Dont build structures to block the way to the teleporter doors. Dont spam CCs.
- Hives and CC dont die by the big door when one team has 0 points/lost. Spawn locations will be covered by the big wall (you will get stuck) than. Now you should F4 or all marines type kill in console and sell their ips to reset the game (aliens wont stop rewpawning).
- Above the teleporter doors are 4 small signs showing the names of the Arenas. Thoose are just for bugfixing. When one small sign is not glowing this means the arena is killing evrything inside of it (normally happens for 1 second everytime before that teleporter door opens). Dont join the arena when its small sign is not glowing due to a bug. It should glow again in ~80 seconds.
- The sounds are buggy as hell. sometimes you dont hear them and sometimes you hear them all at once but deelayed. The map works fine without them.
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_beta' target='_blank'>ns_teamdeathmatch_beta</a>
<a href='http://www.df5jz.de/Ollj/ns_teamdeathmatch_soundsA' target='_blank'>some sounds (not essential and anoying buggy)</a>
Pm me when you run it on a server.
Comments
- Arena doors are out of sync (open too fast ,stay open) WTH I thought I fixed that ages before.
...ok the doors just invert theit behaviour on a new round. Just dont go trough open doors till all enemies are dead. (alright, thats something i missed in the reset round thing. its fixed soon)
Reseting the round twice should temp fix this.
Just look at the pic. The world is small, isn't it?
My thoughts exactly. If you're going to release this to play on pub servers you need to rework it so rules like that aren't required.
- No phasegates allowed.
- dont blink trough walls or doors (BASIC NS rule!)
- no more than 15 mines per arena allowed.
- When your team has 0 points and your spawn is filled with a wall (stuck) you have to "kill" or "f4"
thanks that FINALLY someone replys ontopic.l
btw the latest version fixes the "blinking through the big wall" exploit, but it needs to be tested.
resets work fine too.
just the hives and cc dont tie by triggers <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
an exploit is an exploit.
ill just add thoose BIG glowing 2 signs in the Readyroom:
Does it scroll??
You wrote secont insdead of second <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Teleporters werent working correctly.
guess thats because they are:
a) just active for 0,01 seconds, might me a too short time. increased it to 1 second.
b) they were "multitreades" wich means they propably worked on different times for each client.
Confusion was high cus noone knew the rules or found the buttons and died because of no strategy.
Lets think about adding a third hive because ha rushes really suck.
I thought a group of 6 aliens (including battle corges) can counter HAs, webbing the ha and pressing the button, being an unkillable lerk that presses the button faster or such.
But i was wrong on that.
motion tracking and scanner sweeps are too powerfull cus hivesight does not work like it should.
so lets add a third hive and prohibit onoses?
then think if blabblers, spores and bilebombs aint too powerfull. ill just try a third hive with the rule to prohibit onoses.
OR make the alien exit just not big enough for onoses? hehe that could be fun, turns the onos into a suicide weapon.
Another point is that the arenas of the betas are a bit too small. i knew this and they can be 50% larger without a problem. The arenas look ballanced apart from the HA problem.
Confusion was high? I wonder why. That's why I'm going to simplfy it by not using buttons. And you can't expect people to follow your rules, realistically.
I didn't look real closely when I looked over your map, but I would have thought that - apart from rushing - marines would certainly have the advantage in these battle arenas. Even with Onos marines could still come out on top because the comm could health-spam while the aliens would have to rely on carapace or regeneration alone.
I fixed the map reset problem and using the blink exploit now no longer works (It kills behind the door or fails in S-shped hallways).
When i find a way to make it impossible for the commander to controll doors that have a name and that are not open on start the only 2 things agains the maps rules are phasegates, more than 15 mines and onoses.
Phasegates will be kinda useless because of the arena resets.
Onoses will be kinda useless because they cant reach the arena exit (small passage).
So being against the map rules just gives you a suicide unit.
The map just makes more sense and fun without onoses and phasegates.