Tremulous Forum

Media => Mapping Center => Topic started by: Supertanker on December 05, 2007, 05:37:53 am

Title: Elevator
Post by: Supertanker on December 05, 2007, 05:37:53 am
I just finished building and testing a cargo elevator for my map (Sort of pointless but I like it) and was wondering if there is any way to keep it from instagibbing without stopping? I have it set up with two buttons (I also figured out how to keep a player from pressing a button, either button, and stopping the elevator mid-route) and it will kill anything that gets under it.

Also, I've heard that if a player is riding the lift and another jumps on top of it, he/she/it will die. Is this a problem with slower elevators?

It's not a critical piece of the gameplay; it simply is an alternative way to a catwalk and adds some realism to the level.

http://mercenariesguild.net/supertanker/elevator1.jpg
Title: Re: Elevator
Post by: teamjulle on December 05, 2007, 08:12:18 am
how i download it
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
Title: Re: Elevator
Post by: Survivor on December 05, 2007, 03:17:11 pm
I just finished building and testing a cargo elevator for my map (Sort of pointless but I like it) and was wondering if there is any way to keep it from instagibbing without stopping? I have it set up with two buttons (I also figured out how to keep a player from pressing a button, either button, and stopping the elevator mid-route) and it will kill anything that gets under it.

Also, I've heard that if a player is riding the lift and another jumps on top of it, he/she/it will die. Is this a problem with slower elevators?

No way to keep it from instagibbing without stopping. And the squash is a problem with elevators at any speed.
Title: Re: Elevator
Post by: Taiyo.uk on December 05, 2007, 10:09:28 pm
Yes, elevators can't be blocked by players without squishage, and the instagib caused by one player jumping onto another is independent of elevator speed. I had to add a roof to the elevator in groundsource to stop this from happening.
Title: Re: Elevator
Post by: Supertanker on December 06, 2007, 02:29:19 am
I don't think that would be really possible for this elevator...since it's not a critical part of the gameplay does it matter or would players get annoyed at it?

Also, I'm having trouble designing a decent alien base for this map. Does anyone have some useful tips or ideas? (Do's and don'ts?)
Title: Re: Elevator
Post by: X-20 on December 06, 2007, 04:27:27 am
I don't think that would be really possible for this elevator...since it's not a critical part of the gameplay does it matter or would players get annoyed at it?

Also, I'm having trouble designing a decent alien base for this map. Does anyone have some useful tips or ideas? (Do's and don'ts?)

At the gameplay.. depending how you make the elevator its probably a 1 in 100.. so i doesnt really matter

At the alien base,

make some tight places to stick the overmind or eggs/tubes/(insert alien buildable here)

make ledges... grangers like ledges

and finally.. maybe add like a L or a half loop hallway?  would make for some interesting gameplay and building.

as for donts.. i cant think of anything :P hope this helps
Title: Re: Elevator
Post by: Taiyo.uk on December 06, 2007, 04:38:01 am
Also, I'm having trouble designing a decent alien base for this map. Does anyone have some useful tips or ideas? (Do's and don'ts?)
Avoid direct lines of sight (read luci ball paths) from the entrances to the critical structures. Leave corners and obstacles so that attacking humans must get past some alien defenses before reaching the eggs and OM. Include hiding spaces for tubes and trappers.
Title: Re: Elevator
Post by: doomagent13 on December 12, 2007, 11:58:24 pm
Put BOTH teams in bad starting bases, and put the one good base right in the middle of the map.
Title: Re: Elevator
Post by: Bunneh on December 15, 2007, 10:33:07 pm
Put BOTH teams in bad starting bases, and put the one good base right in the middle of the map.

What, Rotcannon-esque bases? Force the teams to fight over the tiny roof base that usually results in human losses?

If it's done right and balance isn't compromised, go for it; just make sure you don't stack to any particular team.