Author Topic: "tutorial" map  (Read 6083 times)

Rippy

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"tutorial" map
« on: July 23, 2006, 12:00:14 am »
One thing Tremulous needs is a single-player "tutorial" map that can be accessed from the main screen. It could be something really simple, like a very simple room with scattered buildings, or something more complicated, with a mission that guides you through the main concepts. If there was a tutorial mission, there could also be a testing range map, a large box room with targets on the walls and floor. Somewhere where people could get accustomed to the range of grenades, goon sniping, alien jumping, etc.

Has anyone made a kind of map like that? If not, I'd be willing to take on the challenge myself, but I'd need to know:
- Can a map set things like player EP/creds?
- Is there a fairly robust (and easy enough to use) trigger system in gtkradiant? The "tutorial mission" would require things like building spawning, team changing, opening and closing doors when objectives are completed, giving the player EP/creds, etc.

Basically, Tremulous is a game where you read it on paper then jump online and try to figure things out. It'd be a little easier on new players to have a way to learn how the game works in a tutorial, and then to have a testing ground with unlimited EP/creds and enemy buildings to target practise with.
remulous username: [GEC]MassiveDamage

trigger happy

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    • http://antidrm.org
"tutorial" map
« Reply #1 on: July 23, 2006, 02:09:01 am »
You can just create a server and play around with cheats.
ttp://www.antidrm.org
Never get between a goon and my chaingun.
Danger! Do not feed the dretches.

Rippy

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"tutorial" map
« Reply #2 on: July 23, 2006, 06:50:03 pm »
True, but new players don't know the cheats, or might even have trouble starting a server.
remulous username: [GEC]MassiveDamage

vcxzet

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"tutorial" map
« Reply #3 on: July 23, 2006, 07:02:02 pm »
new players should RTFM

Neo

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"tutorial" map
« Reply #4 on: July 23, 2006, 07:26:59 pm »
Which isn't apparently as useful as people who rip stuff from slashdot cos they think it makes them cool.

kevlarman

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"tutorial" map
« Reply #5 on: July 23, 2006, 07:29:13 pm »
Quote from: "vcxzet"
new players should RTFM
they should, but they never do, so a tutorial map is the next best thing.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
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vcxzet

  • Guest
"tutorial" map
« Reply #6 on: July 23, 2006, 07:41:01 pm »
Quote from: "kevlarman"
Quote from: "vcxzet"
new players should RTFM
they should, but they never do, so a tutorial map is the next best thing.

hmmm maybe there should be one that you cant play online unless you finish
and with the warnings for the online games

Basilisco

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    • http://wilhelmrahn.googlepages.com/
"tutorial" map
« Reply #7 on: July 23, 2006, 08:31:56 pm »
Whoever makes this "tutorial map" or maybe you could add it to the tutorial mode. Please make the names of the structures to appear on top of them, so you dont have to tell newbies "the armoury, yes, the green one"

-----------
And now that we are talking about ripping stuff from slashdot this is someting i found there.
It describes the first experience newbies have with tremulous lol

"What's that? Can I use that? I think it's spitting acid on me. Yes, it's definitely spitting acid on me. Oh! I'm dead."

chompers

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"tutorial" map
« Reply #8 on: July 23, 2006, 08:38:12 pm »
A tutorial demo would be good.

A bunch of people should get together and make one, like a machinima sort of thing that follows through a 10 minute game with a script and everything.

It would be fun to make.

PIE

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    • http://www.mercenariesguild.net
"tutorial" map
« Reply #9 on: July 23, 2006, 09:56:18 pm »
It would be neat if someone would work on some kind of basic AI system for enemies if anyone has any experience with that kind of thing. That would open up all kinds of possibilities.
Tutorial level is a good idea with or without enemies though!

vcxzet

  • Guest
"tutorial" map
« Reply #10 on: July 23, 2006, 10:32:46 pm »
Quote from: "PIE"
It would be neat if someone would work on some kind of basic AI system for enemies if anyone has any experience with that kind of thing. That would open up all kinds of possibilities.
Tutorial level is a good idea with or without enemies though!

The most ai I can think is a human bot he takes rifle from armory and runs like crazy firing aliens It should be easy and likewise alien ones (but they wont be as good as human bot since they only have melee attack)
AI for builders.... a nono and it is very hard to program but maybe something like this
you mark somewhere then send bot a command to build XYZ there

PIE

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"tutorial" map
« Reply #11 on: July 23, 2006, 11:26:47 pm »
Well without hijacking the thread into bots, the bots should only try to repair things and not build them.
I am not suggesting bots for online play... bots are notoriously stupid, and a bot dretch/tyrant that just sits in a hall blocking or something... *sigh*... lol
But it might lead to the possibility of a 1 player game eventually, and give new players the ability to experience the game in an environment where mistakes don't matter.. test defenses against a hord of bots...plus sometimes its nice just to own a team of bots by yourself :D

Rippy

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"tutorial" map
« Reply #12 on: July 27, 2006, 02:06:25 am »
Quote from: "PIE"
Well without hijacking the thread into bots, the bots should only try to repair things and not build them.
I am not suggesting bots for online play... bots are notoriously stupid, and a bot dretch/tyrant that just sits in a hall blocking or something... *sigh*... lol
But it might lead to the possibility of a 1 player game eventually, and give new players the ability to experience the game in an environment where mistakes don't matter.. test defenses against a hord of bots...plus sometimes its nice just to own a team of bots by yourself :D


I would love a series of single player "attack" or "defend" gametypes, where you attack a base or defend one respectively. No need for a story-driven campaign, but something like that would be fun.

And yes, writing an AI is easy. Writing a GOOD AI is hard. A simple AI just has to track aimboxes, navigate through corridors, and jump like crazy if alien. A good one needs tactics, and that takes some coding.

Also, hijack away, I don't care. :D
remulous username: [GEC]MassiveDamage