Need assault map

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Wed May 27, 2009 6:55 am

  • Nexuiz needs a good looking, well playing, nice assault map that it can ship with.

    That's just my opinion, man.

    Anyone up for making one or two?

    You can make them almost like you would a singleplayer map.
    tundramagi
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Wed May 27, 2009 9:37 am

  • open a challenge : who make the best assault map maybe some do it :wink:
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    Sven
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Wed May 27, 2009 1:53 pm

  • Good idea, I would like to play this game-mode.

    Get people to take a look at UT Assault maps also.
    :]

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    k0jak
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Wed May 27, 2009 2:52 pm

  • I'll make one over the summer, it shall be my next project. Once I figure out how this game mode works and what it is :roll:
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Wed May 27, 2009 2:55 pm

  • if the spiderbot and the other vehicles are public ill make one too. ;)
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    Sven
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Wed May 27, 2009 2:59 pm

  • Sepelio wrote:I'll make one over the summer,


    Quite similar to the original premise of CityAssault, which has been in development for since August 3, 2007.

    Current progress makes for ~40 minutes rounds, it's designed for the UT-style timelimit-driven two round Assault rather than the current multi-round Assault.
    TVR
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Wed May 27, 2009 3:40 pm

Wed May 27, 2009 3:43 pm

  • Shouldn't assault maps have weaponstay ON? (that's how it is in UT, and assault maps should be rushing/fast-paced and allow attackers and defenders to both grab multiple weapons)

    Laser on by default? Will the laser ruin some maps?

    New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.

    Answers on a postcard.
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Wed May 27, 2009 8:00 pm

  • k0jak wrote:Shouldn't assault maps have weaponstay ON? (that's how it is in UT, and assault maps should be rushing/fast-paced and allow attackers and defenders to both grab multiple weapons)

    Laser on by default? Will the laser ruin some maps?

    New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.

    Answers on a postcard.


    If you want that in your map you can configure it to be like that in the mapinfo. I don't see how this has anything to do with people making some more assault maps. I made a simple assault map.
    If lazer ruins your map then disable it in mapinfo! I surely is _REQUIRED_ in my assault map so I would apreciate it if you don't convince everyone to force it off as default. If you don't want it on your map then .mapinfo .mapinfo .mapinfo.

    New spawn points/location once complete an objective? so you start to spawn from that place instead of the start point of the map.


    Assault supports that, yes.

    Also Nexuiz isn't UT.
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Wed May 27, 2009 8:41 pm

  • tundramagi wrote:Here's the one I made, for those that need to learn how to make assault maps, you can just open it up in netradiant and look. It's simple: it has only 1 objective.
    https://cat2.optus.nu/nexuizserv/evadproject15.pk3
    http://cat2.optus.nu:81/nexuizserv/evadproject15.pk3


    First link doesnt work it seems. Second is fine though.

    I'll have a look and then I'll see if I can figure out ways of implementing my current ideas. I think I will try and incorporate the laser as well somehow, whats nexuiz without the laser! :P

    Current Ideas Include the old "disable artillery" style maps as well as that lovely classic "ship/vehicle to ship/vehicle combat". Hmmm maybe I could put together some sort of storyline and make a little series like a miniature singleplayer
    :P

    EDIT: Good god man how does that map suck up the FPS?! Its quite cool but its killed my frame rate and entire thing is jerky!
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Wed May 27, 2009 9:44 pm

  • tundramagi wrote:
    Assault supports that, yes.

    Also Nexuiz isn't UT.


    And there's me thinking I've been playing quake 3 all this time. :roll:

    I never said it was, I was explaining how the assault game-mode works in UT, and put a question mark after my suggestions, after all I thought this assault mode was based on UT's

    Fair point about the laser, but I can't play your maps in general they always have appauling fps, why do you never listen to anyone on this.
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Wed May 27, 2009 9:55 pm

  • Alright I figured out how to work it for the most part. I seem to be getting a few peculiar errors upon round change but I'll work them out with some level of messing around I'm sure.

    Essentially its just linking the required entities in series to go from objective to objective.

    Each objective has "hit points" which are worn down by another trigger, which goes off when players do some action such as press a button.

    When the objective's health reaches 0, it will trigger another objective or whatever event was planned. Spawn points are tied to objectives as well just like in UT.

    I'm gonna upload a little example map with 2 objectives shortly.
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Wed May 27, 2009 10:11 pm

  • clip clop, clop clip, pilc polc
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    Rad Ished
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Wed May 27, 2009 10:25 pm

  • Alright, anyone got light to shed on this:

    VM_Remove: tried to remove the null entity or a reserved entity

    Thats the error I'm getting. The objectives aren't resetting properly or some such and so you can trigger the first objective button over and over again for points. No idea why.

    Everything looks to be setup as it should so I'm not sure whats wrong. Suggestions?

    EDIT: it seems quite simply that buttons can be triggered multiple times because they reset thus continuing to give one team points every time the button is hit and removes health from the objective. This seems to be a huge flaw. Evidently destructables cannot be triggered multiple times for obvious reasons.

    I'm messing around and I can trigger the game to remove the button after its triggered, but of course then it isn't present the next round. Maybe I can have a door close over the button once its pressed, then reopen upon round reset?

    It works! I can have a door close over the button to prevent it being pressed. I didnt even need to link it to anything to reset at the end. Evidently with damage triggered buttons this will _not_ work because the damage just goes through the door in Nexuiz.

    I'll play with the map a little more then post it up.

    Done. Heres the link.

    http://www.mediafire.com/?irmutmtzizx
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Thu May 28, 2009 12:19 am

  • k0jak wrote:
    tundramagi wrote:
    Assault supports that, yes.

    Also Nexuiz isn't UT.


    And there's me thinking I've been playing quake 3 all this time. :roll:

    I never said it was, I was explaining how the assault game-mode works in UT, and put a question mark after my suggestions, after all I thought this assault mode was based on UT's

    Fair point about the laser, but I can't play your maps in general they always have appauling fps, why do you never listen to anyone on this.


    Because there is nothing I can do about the FPS issue. I have visblocking stuff where I can put them. Beyond that would require building the map the players want me to build rather than building the map I want to build. Also I don't know how to use hintbrushes.
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Thu May 28, 2009 1:54 pm

  • Thanks for the map sepelio, downloaded and going to check it out.

    I'm just thinking if assault is to be played 2v2/3v3/5v5 or something like that, waiting for weapons at the start for 15 seconds respawn time (default in nexuiz) then that's a long time to be waiting for a weapon for a game-mode where you will be respawning a lot, I wonder if we can shorten the time it takes for them to respawn or test it after we got a map or two to play on? suggestions?


    P.S Ok tundramagi, thanks for the reply.
    :]

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Thu May 28, 2009 2:54 pm

  • Weapon stay seems to be an ingenious combination with Assault, as there would not need to be multiple weapon pickups if a certain weapon were required to complete an objective.

    Weapon stay also is invariable with player count, unlike simply adjusting the pickup respawn time.
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Thu May 28, 2009 4:21 pm

  • TVR wrote:Weapon stay seems to be an ingenious combination with Assault, as there would not need to be multiple weapon pickups if a certain weapon were required to complete an objective.

    Weapon stay also is invariable with player count, unlike simply adjusting the pickup respawn time.


    Weapon stay is probably the best idea. I've been working on some ideas for maps. Heres the little list so far:

    Attempt to take over some sort of base/colony and secure its automated defences
    Destroy a planetary defense gun a la Quake 2's Big Gun (this is what I'm working on at present)
    Destroy a giant attack robot before it can be deployed (this idea was neat, because you could make the inside of the robot)
    Sabotage some spacecraft/vehicle

    Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.
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Thu May 28, 2009 5:48 pm

  • Having played Assault and Onslaught in UT '04 demo, I am still a little unclear on what the exact engine level differences are between these two game types? Is it only that Onslaught has symmetrical teams while Assault has specific Attacker and Defender teams during a round, with the Defender unable to take back control points that have been lost to the Attacker, but having time on its side?
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Thu May 28, 2009 6:09 pm

  • Flying Steel wrote:Having played Assault and Onslaught in UT '04 demo, I am still a little unclear on what the exact engine level differences are between these two game types? Is it only that Onslaught has symmetrical teams while Assault has specific Attacker and Defender teams during a round, with the Defender unable to take back control points that have been lost to the Attacker, but having time on its side?


    Once an attacker breaches a certain point, the defender's cannot reclaim it.
    They must then start to defend the next point of the map :)
    Against a organised team this is really hard to do (played against the 2nd best ut2004 assault team in an ut2004 assault cup, although we out-fragged them at parts as soon as they did one objective they knew exactly how to attack the next, and we had no idea :D)

    Basically, once an attacker complete's the map, they then have to defend it in a new round, and the defenders then become the attackers, they have to beat the previous time to win the round.

    Also defenders and attackers have new spawn points, once an objective has been completed.

    Hope this makes more sense.
    Last edited by k0jak on Thu May 28, 2009 6:15 pm, edited 1 time in total.
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Thu May 28, 2009 6:11 pm

  • Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.


    Yea that's cool, Just on some maps i'm guessing it would have a bad effect that's all, if it's to be used on some map's like say to get from start spawn to the weapons quickly then that's cool, or if it's needed in other parts of maps, just saying i'm guessing it'll be very easy to use on some maps and possibly break them.
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Thu May 28, 2009 6:27 pm

  • k0jak wrote:
    Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.


    Yea that's cool, Just on some maps i'm guessing it would have a bad effect that's all, if it's to be used on some map's like say to get from start spawn to the weapons quickly then that's cool, or if it's needed in other parts of maps, just saying i'm guessing it'll be very easy to use on some maps and possibly break them.


    Yeah I think it depends on the map highly. I'll figure it all out with time.

    At the moment I'm putting together a drop ship for the attackers based loosely on this:
    http://ufoai.ninex.info/gallery/crafts- ... ip.jpg.php

    Progress is good. I figure something like a drop ship is going to be re-usable for other maps.
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Thu May 28, 2009 7:26 pm

  • Weaponstay can be enabled in your .mapinfo if it's good for your map.
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Thu May 28, 2009 7:44 pm

  • tundramagi wrote:Weaponstay can be enabled in your .mapinfo if it's good for your map.


    Cool, whats the line for it? Just "weaponstay 1" ?

    Also, do you know how to rig the turrets to objectives for team changes so that once the attackers take an objective the turrets around it wont fire on them anymore?
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Fri May 29, 2009 1:46 am

  • Sepelio wrote:Cool, whats the line for it? Just "weaponstay 1" ?


    Code: Select all
    settemp_for_type all <CVar>


    Sepelio wrote:Also a thought I had was instead of disabling the laser, is there a way to just reduce its force on that particular map.


    Increase self-damage, which applies to all splash damage weapons, but does not affect the combat usage.

    Sepelio wrote:Also, do you know how to rig the turrets to objectives for team changes so that once the attackers take an objective the turrets around it wont fire on them anymore?


    Not yet implemented, but turrets are not expected to respawn in Assault.
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Fri May 29, 2009 2:01 am

  • don't use g_weapon_stay 1. its broken, you cant pick up weapons of fallen enemies, use g_weapon_stay 2 instead. Yes I know its retarded, but maybe little johnny and mark in 2011 will want to play with broken weapon stay, so we HAVE to keep that broken feature in nexuiz (or some other stupid reason) :P

    for laser push, change g_balance_laser_primary_force
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Fri May 29, 2009 3:38 am

  • Morphed wrote:don't use g_weapon_stay 1. its broken, you cant pick up weapons of fallen enemies, use g_weapon_stay 2 instead. Yes I know its retarded, but maybe little johnny and mark in 2011 will want to play with broken weapon stay, so we HAVE to keep that broken feature in nexuiz (or some other stupid reason) :P

    for laser push, change g_balance_laser_primary_force


    So how do I actually use these in a map? Which file do I put them in?
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Fri May 29, 2009 3:54 am

  • in mapname.mapinfo file
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Fri May 29, 2009 6:47 pm

  • TVR wrote:
    Increase self-damage, which applies to all splash damage weapons, but does not affect the combat usage.



    awesome, mean's can't boost with RL/Mortar etc unless it's intended (although RL boost takes a lot of damage off anyway)
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