co_cooperation (WIP)
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">not your average combat Map</div>Hi Everyone,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->
DOWNLOAD @
<a href="http://home.iprimus.com.au/tomas82/ns/co_operationb1.zip" target="_blank">http://home.iprimus.com.au/tomas82/ns/co_operationb1.zip</a>
<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
I'm announcing my 2nd ever NS map - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->co_operation<!--colorc--></span><!--/colorc--> (my first map was co_pipes1)
The main focus of this map is as the name suggests cooperation between players, mainly the marine team.
my main inspiration for this was that I wasn't satisfied with the amount of team work in combat maps, and a general lack things to accomplish throughout the round. It is a combat map, but i'm hoping that it'll play more like a classic map, however with all of the fun of leveling up.
The map consists of 11 main rooms, 9 of which require cooperation from the marines in order to progress to the next.
So the players will have 15 minutes (server var) to get through each of the 9 puzzles and destroy the hive (the CC is hidden so it cannot be destroyed, unless the aliens perform special activities - destroying 4 out of 8 circuit boards)
Each of the 9 "puzzle" rooms will require a different approach from the last, to keep things interesting. Puzzle descriptions below, but most puzzles for a seasoned NS player should be a piece of cake, I've also used green arrows as waypoints/hints to help guide.
1. Marine Spawn
The Marine team starts in a broken elevator, which due to an electrical fault has caused the blast doors to close the marines in. To exit marine spawn the players will need to boost each other up into the lift shaft and activate an override switch to open one of the blast doors and allow them to continue.
Section 1
2. The marines must continue through the cargo area and into a sewerage control station - the main door is malfunctioning and there are two switches which need to be pressed at the same time for it to open and continue.
3. marines will need to weld open a hydraulics controller to pass through.
4. steam (currently invisible lol) has filled the controllers for the main door, marines with resupply will have to climb the steep slopes and activate the switches.
Section 2
5. Manufacturing area - this door is jammed however the hydraulics can be destroyed by throwing a grenade into the hydraulics vent.
6. Overheating has caused the emergency door to stay locked, marines will need to open and activate the coolant vents.
7. omg another stuck door, a marine will need to place a mine on the wall so that a marine with a welder can stand on it to reach the weld point.
Section 3
8. Train ride marines must ride the train to exit point - the door won't open until the train is docked at the other end.
9. a jetpacker must fly over to activate the bridge and let others across
10. a jetpacker must fly to each individual switch and press the buttons.
After all that is finished, a door opens in marine spawn allow marines safe access to the hive which will most likely mean game over for the alien team.
Actually thats not everything - in a lot of the rooms there are two types of circuit boards which can't go unnoticed.
Type 1 - is a button which will turn on a laser beam to hurt the hive for 5 seconds - it can be activated over and over again until the the circuit is destroyed. (this forces aliens out of the hive)
Type 2 - this is a exposed circuit board, which if destroyed will bring the aliens 1 step closer to exposing the command chair - 4 out of 8 need to be destroyed to expose the command chair. marines can weld these shut to protect them. (this entices aliens to come out for a quick finish if they play well)
The aliens are locked out from all areas and only gain access as the marines do (so they can't destroy circuitry before marines get a chance to get to them)
some screenies below
<a href="http://img297.imageshack.us/my.php?image=cocooperationv30000bo3.jpg" target="_blank"><img src="http://img297.imageshack.us/img297/9967/cocooperationv30000bo3.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img403.imageshack.us/my.php?image=cocooperationv30003jl6.jpg" target="_blank"><img src="http://img403.imageshack.us/img403/4493/cocooperationv30003jl6.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img526.imageshack.us/my.php?image=cocooperationv30005om4.jpg" target="_blank"><img src="http://img526.imageshack.us/img526/2159/cocooperationv30005om4.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img55.imageshack.us/my.php?image=cocooperationv30007bq8.jpg" target="_blank"><img src="http://img55.imageshack.us/img55/1563/cocooperationv30007bq8.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img96.imageshack.us/my.php?image=cocooperationv30009ql2.jpg" target="_blank"><img src="http://img96.imageshack.us/img96/2562/cocooperationv30009ql2.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img526.imageshack.us/my.php?image=cocooperationv30010ex3.jpg" target="_blank"><img src="http://img526.imageshack.us/img526/6577/cocooperationv30010ex3.th.jpg" border="0" alt="IPB Image" /></a>
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->
DOWNLOAD @
<a href="http://home.iprimus.com.au/tomas82/ns/co_operationb1.zip" target="_blank">http://home.iprimus.com.au/tomas82/ns/co_operationb1.zip</a>
<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
I'm announcing my 2nd ever NS map - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->co_operation<!--colorc--></span><!--/colorc--> (my first map was co_pipes1)
The main focus of this map is as the name suggests cooperation between players, mainly the marine team.
my main inspiration for this was that I wasn't satisfied with the amount of team work in combat maps, and a general lack things to accomplish throughout the round. It is a combat map, but i'm hoping that it'll play more like a classic map, however with all of the fun of leveling up.
The map consists of 11 main rooms, 9 of which require cooperation from the marines in order to progress to the next.
So the players will have 15 minutes (server var) to get through each of the 9 puzzles and destroy the hive (the CC is hidden so it cannot be destroyed, unless the aliens perform special activities - destroying 4 out of 8 circuit boards)
Each of the 9 "puzzle" rooms will require a different approach from the last, to keep things interesting. Puzzle descriptions below, but most puzzles for a seasoned NS player should be a piece of cake, I've also used green arrows as waypoints/hints to help guide.
1. Marine Spawn
The Marine team starts in a broken elevator, which due to an electrical fault has caused the blast doors to close the marines in. To exit marine spawn the players will need to boost each other up into the lift shaft and activate an override switch to open one of the blast doors and allow them to continue.
Section 1
2. The marines must continue through the cargo area and into a sewerage control station - the main door is malfunctioning and there are two switches which need to be pressed at the same time for it to open and continue.
3. marines will need to weld open a hydraulics controller to pass through.
4. steam (currently invisible lol) has filled the controllers for the main door, marines with resupply will have to climb the steep slopes and activate the switches.
Section 2
5. Manufacturing area - this door is jammed however the hydraulics can be destroyed by throwing a grenade into the hydraulics vent.
6. Overheating has caused the emergency door to stay locked, marines will need to open and activate the coolant vents.
7. omg another stuck door, a marine will need to place a mine on the wall so that a marine with a welder can stand on it to reach the weld point.
Section 3
8. Train ride marines must ride the train to exit point - the door won't open until the train is docked at the other end.
9. a jetpacker must fly over to activate the bridge and let others across
10. a jetpacker must fly to each individual switch and press the buttons.
After all that is finished, a door opens in marine spawn allow marines safe access to the hive which will most likely mean game over for the alien team.
Actually thats not everything - in a lot of the rooms there are two types of circuit boards which can't go unnoticed.
Type 1 - is a button which will turn on a laser beam to hurt the hive for 5 seconds - it can be activated over and over again until the the circuit is destroyed. (this forces aliens out of the hive)
Type 2 - this is a exposed circuit board, which if destroyed will bring the aliens 1 step closer to exposing the command chair - 4 out of 8 need to be destroyed to expose the command chair. marines can weld these shut to protect them. (this entices aliens to come out for a quick finish if they play well)
The aliens are locked out from all areas and only gain access as the marines do (so they can't destroy circuitry before marines get a chance to get to them)
some screenies below
<a href="http://img297.imageshack.us/my.php?image=cocooperationv30000bo3.jpg" target="_blank"><img src="http://img297.imageshack.us/img297/9967/cocooperationv30000bo3.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img403.imageshack.us/my.php?image=cocooperationv30003jl6.jpg" target="_blank"><img src="http://img403.imageshack.us/img403/4493/cocooperationv30003jl6.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img526.imageshack.us/my.php?image=cocooperationv30005om4.jpg" target="_blank"><img src="http://img526.imageshack.us/img526/2159/cocooperationv30005om4.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img55.imageshack.us/my.php?image=cocooperationv30007bq8.jpg" target="_blank"><img src="http://img55.imageshack.us/img55/1563/cocooperationv30007bq8.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img96.imageshack.us/my.php?image=cocooperationv30009ql2.jpg" target="_blank"><img src="http://img96.imageshack.us/img96/2562/cocooperationv30009ql2.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img526.imageshack.us/my.php?image=cocooperationv30010ex3.jpg" target="_blank"><img src="http://img526.imageshack.us/img526/6577/cocooperationv30010ex3.th.jpg" border="0" alt="IPB Image" /></a>
Comments
-Keeping the 4 main areas all roughly the same distance from marine spawn, and keeping the 3 sub sections of each close together.
-Limiting the paths an onos can come from.
-Having the Command chair hidden - there is no need to defend marine start in other words. (but im thinking of having say a vent open up in all 4 areas which if 3 out of the 4 vents are destroyed by the aliens, a door would open so the CC can then be destroyed.)
-On completion of 3 subsections (which unlocks the next area with 3 new subsections) it could trigger a entity which hurts the hive for 1/3 or even 1/2 health - so that should take a few aliens players out of the game to heal the hive, otherwise marines might unlock the next area which would then kill the hive.
I'll just have to see how it turns out i guess <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
This concept might be better suited for a 'fun classic' kind of map, such as the Siege variants etc. With Combat, you'd really be putting a lot of pressure on marines to get certain upgrades... you specifically mentioned welders, grenades and resupply. What happens before marines get enough points for these? What if noone gets them?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Then they are stuck there forced to fight off more hordes of alien players until someone does indeed get enough points. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Thats one way im hoping to encourage team play between the marine team. The marine players will need to divide themselves into roles
I'm hoping it won't be too hard on marines - I can always convert it into a siege style variant if need be - like giving he marines plenty of res, but then restricting their ability to build bar some key areas.
I was also thinking about have the marine players spawn closer and closer to the objectives. as they unlock one area they would spawn closer to the next to keep them from having to run around so much. I was going to do this with a trigger_teleport entity which would be placed under the original info_teamspawn entities so that when they spawn they drop into the trigger teleport and appear at the new location.
I guess I can still do this, but I've tried to keep the marine spawn in the middle of the map so each area is easily accessed - and also no to confuse by changing the spawn area.
But I agree StixnStonez point: If you trap the marines in co (dont let them proceed without specific upgrades) the aliens could simply sit the game out if they want to play lame - I think we all know how lame people can get. It would work better if you would force the aliens to solve puzzles while letting the marines try to storm the hive.
Really good point bertor, I'll have to figure out a way to get the aliens to come out and play - perhaps damaging the hive through triggers - forcing aliens to come out to kill marines so they can get points to gorge.
I haven't mastered rounder pipes just yet, but I think I'll go back through and replace them later once i get hte hang of it. Also my first priority is to get the map playable - if no one plays it then I've wasted my time heh.
EDIT: I can always spawn a few alien players in cages at marine spawn LOL <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> for some free points to start with
On the other hand the Aliens are effectively gonna be forced to attack as a team or it will be too easy for Marines to pick them off. Then again once Aliens get a Lerk it'll be game over if the Marines haven't got past the mine ladder section, or the resupply section, or the welding section...
Marines have access to the hive, or some button to damage it.
-> Aliens try to block off that path to save their hive. If they manage to solve some puzzle, a door (or anything you can think of) closes and blocks the way for the marines.
By now they should have enough points for the next puzzle. Now it's their turn to solve their puzzle to open a new way to get access to the hive.
Aliens try to block off that path. Repeat until round ends.
However i prophesy a huge amount of work to get all those triggers work.
So crazy, it just might work!!!!
I agree with the trade-off system. Either that or do something similar to Assault on UT or Enemy Territory. Objectives are placed along the way and you fight to keep them under your control, although some are not reversible. Also, it depends on where you want the "objective line" to start. Is this a all Rine push (all non-reversibles)? Perhaps the starting objective is about midway so either side can start the push (everything is reversible)? So, as you complete the puzzles/objectives, you make progress until you eventually make it to "victory".
That's also gonna be hard. How are we going to deal with victory? Trigger hurting comes to mind as the primary means, but how much access do you give people? Can rines go back and weld their CC? Should aliens be able to gorge and heal it up? How does this come into play for reversible objectives?
This could be uber awesome, you just have to iron out your ideas and think of all the angles.
actually sounds nice, reminds me of the idea of some germans in the www.lerk.de forums (did you stole it from there? xD)
But hey, great idea, i love it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I run a special night each week called Saturday Night Live (SNL) and we have been looking for something like this. Basically SNL is just special modes created to entertain the players and not needed to specifically be a alien vs marine environment.
If you are still interested, what you can do is to deny the alien team access to the map all together and make it a race (eg 2 - 3 teams of marines who each have to achieve the same results to get to the end first).
I would be more then happy to give this a run through when you release it.
Have the alien spawn point not be immediately connected to the Hive. Put the alien spans in a room off to the side of the marines main path, that can be accessed without solving any puzzles requiring items. After the marines bypass the first item puzzle (welders or whatever), that opens a vent the aliens can use to reach the hive, but until then they dont have the option of hiding somewhere the marines can't get them.
Anyways...I like this idea! The mapname should be co_operation...lol
<a href="http://www.customfactor.com/forum/index.php?topic=570.0" target="_blank">http://www.customfactor.com/forum/index.php?topic=570.0</a>
I've finished all of the brush work now - i did however only make 11 rooms instead of the 15 as otherwise marines would of not had enough time to solve all of rooms and get to the hive as well.
I'm just playing with a few triggers now, so hoping if all goes well i'll have this baby ready by the end of the week <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
What I've done to entice the aliens to come out of the hive-
I've placed buttons in certain rooms which triggers a laser that hurts the hive for 5 seconds - The marines can keep pressing this button over and over again, until aliens destroy the button.
There are also computer pipes which the aliens can chew on to which if 4 out of the 8 are destroyed the doors to command chair open making it vulnerable, which means aliens if skilled enough can finish the game before time is up. Marines however can weld these pipes closed.
Basically the game ends up being 11 mini combat maps all linked together <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
amkern - I'm hoping to put on that server <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> your thread needs a login though.
Saeppel - British intelligence managed to get me the blueprints of your secret german map <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (I'm sure plenty of people have thought of something similar, just never made it - i know why now, cause its not that easy! )
WhiteKnight1 - I'll be happy to send you the source file so you can alter it to suit your race mode.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->
DOWNLOAD @
<a href="http://home.iprimus.com.au/tomas82/ns/co_operationb1.zip" target="_blank">http://home.iprimus.com.au/tomas82/ns/co_operationb1.zip</a>
<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
Thanks to everyone for your input <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> you're all credited in the text file that comes with the map. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
i could say you could use a int the trim of r25 light a function ilusionary to make fx of the light and doesn't like the wall bring light but only the ligth spot in the texture
<!--QuoteEnd--></div><!--QuoteEEnd-->
i have no idea what you just said lol
Hmm lemme see here what he's trying to say...
I think he's telling you to use the same effect on the r25_droplight texture as you're using on the other lights in your map (y'know --> func_illusionary light effect)
I don't agree however, looks fine to me. I do have a suggestion for the lighting, something which will give it a huge boost in terms of <i>teh sexahness</i>: The use of light_spot for the bigger light textures. This will differentiate the dark areas from the bright (in light cone) areas. and overall make the lighting seem less flooded (bland?) like it currently is.
And perhaps just put a light_spot shining down on the models (cc, armory and the hive) To make them seem less... dark <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
lights.rad ftw!!!!
bah, real people just use lit textures. for everything. =]
lights.rad ftw!!!!
<!--QuoteEnd--></div><!--QuoteEEnd-->
So now I'm fictional!? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
So now I'm fictional!? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
maybe he's just saying you're a legend <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> </straw>