Author Topic: siege  (Read 70886 times)

OverFlow

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siege
« on: May 10, 2006, 12:29:22 am »
I've been putting together a mission type map called "siege".  The name based on the gameplay mode that it imitates. (not the gloom map)

The basic premise:
Humans have two bases, no build points, no ckits (adv available), no jetpack, and a lot of pre-made defenses.  The aliens have the normal number of build points, no granger (adv available), and a hidden overmind that can not be destroyed.  In addition to this, the alien base is filled with poisonous gas that will kill humans.

The first human base should be fairly easy to get past, however there is a forcefield after it, preventing the aliens from reaching all the critical structures at the main base.  In order to bring down the forcefield, the aliens have to destroy the repeater powering the base and push a button that is underneath it.  

Once this is done, the forcefield is brought down, and the aliens have access to the main base.  If they are able to destroy the humans, they win.  However, after ~20 minutes a dropship will arrive to rescue the humans.  Once the dropship has arrived, a door opens in the main human base, allowing the humans to make a dash for the landing spot.  If any human reaches the ship, the humans win.

In addition to this, if humans reach stage 3, they can retaliate.  A bsuit can enter the alien base and only take small amounts of damage.  Once inside, the bsuit could try to destroy the base, or travel to the back of the base and turn on a generator which will empty out the gas allowing the entire human team to enter the base.

Screenshots:

Drop ship waiting for passengers



Alien base



Generator in Alien base



Dropship flying by the first human base



Inside the human's main base



Door to the escape route



Human's second base



Inside human's second base



Entrance to alien's base

Neo

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siege
« Reply #1 on: May 10, 2006, 01:11:28 am »
That does look pretty sweet, can't wait to try it out :D

Jex

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siege
« Reply #2 on: May 10, 2006, 01:16:55 am »
(*'-')/ ~ (*'-')/

nostril

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siege
« Reply #3 on: May 10, 2006, 07:35:15 pm »
Great! The map looks absolutely terrific and the gameplay sounds like a really welcome variance to the game. Well thought out. Can you say if it's very far in development? The screens certainly look that way.

Vector_Matt

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siege
« Reply #4 on: May 10, 2006, 07:52:52 pm »
In "Inside the human's main base" why is the front spawn SQUARE??? :o

Neo

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« Reply #5 on: May 10, 2006, 08:07:02 pm »
I think thats a pillar of light, not a spawn ;)

OverFlow

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« Reply #6 on: May 10, 2006, 08:10:01 pm »
Its a teleporter to get to the human's second base... since theres no way around the forcefield otherwise :)

X-DOS

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siege
« Reply #7 on: May 10, 2006, 08:44:44 pm »
now Tremulous will need LIMBO menu like in Enemy Territory with short description of map and goals.

Keep this great work.

stahlsau

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siege
« Reply #8 on: May 11, 2006, 08:26:42 am »
Quote
now Tremulous will need LIMBO menu like in Enemy Territory with short description of map and goals.


hehe...mission based maps would be great...we could replay the W:ET maps...i already hear the server messages:

"They have stolen the tyrant!"
"They have broken the first tyrantbarrier!"
"They have broken the second tyrantbarrier!"
"The tyrant is in the bank courtyard!"
"They have broken into the bank!"
"They have stolen the first gold crate!"

or
"Prevent the tyrant from reaching the depot gate!"
"Depot gates broken. Protect the fuel depot!"

*lol*

AzaToth

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siege
« Reply #9 on: May 11, 2006, 02:42:50 pm »
Quote from: "stahlsau"
Quote
now Tremulous will need LIMBO menu like in Enemy Territory with short description of map and goals.


hehe...mission based maps would be great...we could replay the W:ET maps...i already hear the server messages:

"They have stolen the tyrant!"
"They have broken the first tyrantbarrier!"
"They have broken the second tyrantbarrier!"
"The tyrant is in the bank courtyard!"
"They have broken into the bank!"
"They have stolen the first gold crate!"

or
"Prevent the tyrant from reaching the depot gate!"
"Depot gates broken. Protect the fuel depot!"

*lol*


"Destroy seccondary tyrant!"

OverFlow

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siege
« Reply #10 on: May 15, 2006, 03:56:47 am »
OH NOOOOOO BUNNIES HAVE INVAAADED
(was bored... and wanted to try a 3d particle system)






Jex

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siege
« Reply #11 on: May 15, 2006, 06:13:20 am »
:D

hot hot bunni action

SLAVE|Mietz

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siege
« Reply #12 on: May 15, 2006, 08:19:23 am »
1st, great map but a bit to "misty" for me

2nd, mission based maps are fine for me, as long as there are few and they are well designed.

3rd, how did you get HappyBunny to act for your screenshots :D :P

werepants

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siege
« Reply #13 on: May 18, 2006, 01:26:29 am »
is that an updated model for the dretch?  looks intimidating... :D

Neo

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« Reply #14 on: May 18, 2006, 05:59:52 pm »
yeah, would cue moments like the koala bear scene in family guy :D

Henners

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siege
« Reply #15 on: August 14, 2006, 07:41:09 pm »
What stage do the aliens start at? Cos if they are stage 1 all the humans need do is sit back and wait for the timer to run out.... Wheres the incentive for them to put themselves at risk and so allow aliens to get points etc?
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whitebear

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siege
« Reply #16 on: August 14, 2006, 08:00:58 pm »
"It's not one bunny, not two bunny, not bunny army..."
"What is it then?!"
"...The Bunny Land!!!"

kevlarman

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siege
« Reply #17 on: August 15, 2006, 05:00:46 pm »
Quote from: "stahlsau"
Quote
now Tremulous will need LIMBO menu like in Enemy Territory with short description of map and goals.


hehe...mission based maps would be great...we could replay the W:ET maps...i already hear the server messages:

"They have stolen the tyrant!"
"They have broken the first tyrantbarrier!"
"They have broken the second tyrantbarrier!"
"The tyrant is in the bank courtyard!"
"They have broken into the bank!"
"They have stolen the first gold crate!"

or
"Prevent the tyrant from reaching the depot gate!"
"Depot gates broken. Protect the fuel depot!"

*lol*
i am very glad i wasn't drinking anything when i read that, otherwise i would have squirted said drink out my nose all over my keyboard. i would love to see the tank reskinned to look like a tyrant (or an adv. goon, it does need to shoot after all).
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| #
|.@.-##
-----

Stof

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siege
« Reply #18 on: August 15, 2006, 05:10:53 pm »
Quote from: "kevlarman"
i am very glad i wasn't drinking anything when i read that, otherwise i would have squirted said drink out my nose all over my keyboard. i would love to see the tank reskinned to look like a tyrant (or an adv. goon, it does need to shoot after all).

Or a Tyrant with an Adv Goon on it's back, like a turret ;)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

kevlarman

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siege
« Reply #19 on: August 15, 2006, 05:14:24 pm »
how about something more realistic: a tyrant with an adv granger at its feet (also a turret)
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| #
|.@.-##
-----

Teiman

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siege
« Reply #20 on: August 15, 2006, 07:59:32 pm »
OH NO PONYes!

Taiyo.uk

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siege
« Reply #21 on: August 16, 2006, 02:25:17 pm »
Quote from: "werepants"
is that an updated model for the dretch?  looks intimidating... :D

Someone's been watching too much Monty Python  :wink:

Great looking map and an interesting gametype idea, looking foward to playing it!

ShAdoW

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siege
« Reply #22 on: October 09, 2006, 10:57:23 am »
Ooooohhhh..... aaaaahhhhh..... :eek:  8)  :D  :)

DASPRiD

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« Reply #23 on: October 09, 2006, 12:20:51 pm »
I've got also a question: how can you specify things like what buildpoints humans have or that humans don't have jetpack by map? I could not find any description for that in the internet.
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dispater

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siege
« Reply #24 on: October 09, 2006, 01:22:07 pm »
Quote from: "DASPRiD"
I've got also a question: how can you specify things like what buildpoints humans have or that humans don't have jetpack by map? I could not find any description for that in the internet.



im guessing overflow is going to mess with the source and make this a mod for trem. but buildpoints is easy to configure its the jetpack which confuses me. the map looks great and it has been a longtime since this thread has been updated. it would be nice to have a mission map with something to do beside the endless killing.
URL=www.tremulous.net][/URL]

holyknight

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siege
« Reply #25 on: October 09, 2006, 06:39:46 pm »
wow, that looks awesome
the dropship model looks so cool! Looks like starwars clone wars dropship

Stof

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siege
« Reply #26 on: October 09, 2006, 06:56:33 pm »
Quote from: "DASPRiD"
I've got also a question: how can you specify things like what buildpoints humans have or that humans don't have jetpack by map? I could not find any description for that in the internet.

Build points are easy and can be done already I think. In all cases, server admins can select the buildpoints in the map rotation file for each map.

As for jetpack, a good old triggerkill the size of the whole map which triggers on any human with a jetpack can be done I think :D
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

DarkWolf

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siege
« Reply #27 on: October 09, 2006, 07:47:16 pm »
This map will be released in the next version of tremulous because it will include some mission/time based events that will be included in the next version of tremulous  :) .
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vcxzet

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siege
« Reply #28 on: October 09, 2006, 08:49:59 pm »
Quote from: "DarkWolf"
This map will be released in the next version of tremulous because it will include some mission/time based events that will be included in the next version of tremulous  :) .

are they gonna put all those to svn at once or use another branch????

OverFlow

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siege
« Reply #29 on: October 09, 2006, 09:22:14 pm »
All the features needed to run that map are included in the online svn.  However, it requires users to update as well as servers.  (I thiiink)

The map is pretty much in a playable state right now, there are however a couple things I need to figure out how to fix.  And jex has to finish up the dropship texture...

I am however worried about framerates.  Because the map is for the most part very open, it seems like the majority of the battles will keep every single player within vis... plus its already a little laggy just playing by myself.  Also, I think it will require a bit of testing to determine the correct timing of events to make things even... So yeah, this map may or may not work.  D: