Tremulous Forum
Media => Mapping Center => Topic started by: FrameShifter on May 10, 2008, 06:06:12 pm
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I have an idea, but am not sure is it possible to make a map like that. Anyhow, can there be a map that is composed of moving pieces and those pieces all put themselves in such a way that they form a different map every time the new game starts?
Would such a thing be possible?
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Although possible, it will run into trouble 98% of the time. Less randomness heightens the percentage although you will still have a lot of work to do.
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Would be easier to just set the server up to choose a random map at map load. There would also be problems due to the inability to build on moving walls/floors/brushes.
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If you made every square inch random it would be total chaos. If you just made some hallways and the like shift around, and you had prepared for it... than it is POSSIBLE.
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If Tremulous ran on the Sauerbraten engine then yes, it's definitely possible. Sauerbraten(Cube 2) was made for this.
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If Tremulous ran on the Sauerbraten engine then yes, it's definitely possible. Sauerbraten(Cube 2) was made for this.
If it ran on the Diablo1 engine too. Too bad that's just not the case.
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Oh well, then i should work on some more simple matters first, or wait for trem 1.2. Maybe it will make it easier, or it won't change a thing.
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It won't change a thing as far as making random maps practical as the engine will still be Q3 based.
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One problem would be ensuring that there exists at least two routes to the enemy base from default base locations.
I think that a maze with color-coded button-operated walls would be funny.
Part of the funniness would be that both teams have a set of buttons, and each button controls multiple doors.
Ckit: "Press the red button so I can get through! No, not the orange one, there's a Tyrant on the other side! Great, now I'm trapped with him."
Bsuit: "Dude, no-one on our team was pressing any buttons."
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Have a ckit say a sentence that long and you'd get a hundred dretch "om nom nom nom"-ing him/her in no time. Shifting wall-maps would look great.
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Didnt PB do a temple one (modelled off of AvP) that consisted of shifting things to cover, uncover pathways?
Cant remember its name though.
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what would happen if you made a map thats a grid of doors at the strat of the map they all choose a random position you would make a few non door paths to ensure conection to the opposeing base
also is it possible to use scripts in tremulous eg
http://nibsworld.com/rtcw/tutorial_script_mover_part1.shtml (http://nibsworld.com/rtcw/tutorial_script_mover_part1.shtml)
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No scripts, yes random doors is the only way to randomize maps. It introduces some inconveniences though.
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Hugoagogo: That is a reported attack site according to Firefox 3.
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ok forefox 2 didnt say anything when i went to it i found it on a google search
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Here's the warning:
http://safebrowsing.clients.google.com/safebrowsing/diagnostic?site=http://nibsworld.com/rtcw/tutorial_script_mover_part1.shtml
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meh ok
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Well, depends on your definition of random, but I once wrote a little perl script that generated an ENTIRELY RANDOM .map file (absolutely no correlation on anything. whatsoever.)
It was a mess of random ATCS textures + a huge blob of very pointy brushes.
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BUT it was a random map!
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You can probably generate a random map using an outside program. I am not sure if it is possible to do it within Trem without rewriting the source, but I know little about map editing as of now. I made something in java using Prim's algorithm, I could rewrite that to output a .map file. I should note that I am pretty sure I could only get it working on a 2D map, that is one with no stairs, ramps, ect, or more technically all of the floors have the same z value.