1 (edited by Sy 2010-12-06 20:53:43)

Topic: [IDEA] small mod idea... flooded levels

I've just been thinking about revolutionary maps or mods... anyway:

I know we can make particles fly through solid tiles (Teemo).
I also know that we can bind particles (slow, one-hit-kill) to gametiles - so that they shoot automatically (ddrace).
What we can now do with it?

I think everyone knows this jump n run games where you run away from a rising flood, rolling rock and so on.

http://img576.imageshack.us/img576/2782/34324845.png

we combine the above said modifications and add them all to the survival-mod.
we hide the flood-tiles with matching quads of lava or water or blah and make an animation.
of course we make a matching DM // survival map with a lot of pickups.

We can also combine it with a race-mod, but that would be more difficult.

The round starts - the water is coming closer and the map is getting smaller.
The last tee has survived and won - a map reload and a new round starts.

http://img530.imageshack.us/img530/2452/12574016.png
http://img254.imageshack.us/img254/8903/60060309.png
http://img715.imageshack.us/img715/7277/46321481.png

there remain the following questions:
1. would anyone play it?
2. would make it fun?
3. would it ruin the movement / / gameplay?
4 <insert any question here>

greets,
syrws

2

Re: [IDEA] small mod idea... flooded levels

but the water does not hurt anyone! the lava instead can

3

Re: [IDEA] small mod idea... flooded levels

that's a design thing

4

Re: [IDEA] small mod idea... flooded levels

perhaps I explained it poorly...

that's my idea:

step 1:
make a new projectile (20dmg, slow, invisible, no curvature or so)

step 2:
bind projectile to a new gametile (shoots automatically once when the game starts)

step 3:
add this to survival-mod or something

step 4:
make map

No one is interested wink?

5

Re: [IDEA] small mod idea... flooded levels

This is some kind of race, but it needs to be vertical (not really great), and it requires a complex mod. Indeed, it affords nothing more than race, except stress and less mapping possibilities. This mod would also force the map to be designed only for one level of racers. Everybody can play a normal RACE, and try to finish it with the best times. Though, with this mod, it's kinda binary: you passed it or you don't.
Of course, other people may have different opinions.

Not Luck, Just Magic.

6

Re: [IDEA] small mod idea... flooded levels

sorry for bad english
not need projectile invisible; it is possible server side to trasform every tile in a row or in a column in a death-tile (less stress for server work) and add some server variables, from where of the 4 sides begin flood, and time in seconds to increase flood, example:
sv_flood_start_side 1-4 default 1 (1 from bottom, 2 from left, 3 from top, 4 from right)
if begin from a side, the flood increase one tile to opposite side every sv_flood_time seconds

only death-tile not gradually move like projectile, but increase one tile every time

while in both cases you must synchronize the graphical map with the growth rate of the flood
and at the end of each match should do the reload of the map, if not already so in survival mod

with my suggest mod you can create orizontal or vertical map

7 (edited by CarmineZ 2010-12-09 18:03:41)

Re: [IDEA] small mod idea... flooded levels

oppure fare una linea di laser invisibile, invece che molti proiettili <- oops, i wrote in italian, i forgot translate!XD

or make a line of invisible laser (need only one laser!), instead of many bullets

8

Re: [IDEA] small mod idea... flooded levels

Dune wrote:

This is some kind of race, but it needs to be vertical (not really great), and it requires a complex mod. Indeed, it affords nothing more than race, except stress and less mapping possibilities. This mod would also force the map to be designed only for one level of racers. Everybody can play a normal RACE, and try to finish it with the best times. Though, with this mod, it's kinda binary: you passed it or you don't.
Of course, other people may have different opinions.

It's not a kind of race. This mode would be a sort of dm, you will still interact with players in order to be the last one alive. You'll shoot at them, hook them into the water, dance with them. Maybe you know the game Worms and the mode "sudden death" of it. I wont describe it here, but this is a bit similar to the gametype described here.

I think the idea is rly good. Only that survival is boring for the dead players.

void ..

9

Re: [IDEA] small mod idea... flooded levels

i am able to coding this mod over the survival source, but before explain more detail

10 (edited by CarmineZ 2010-12-09 22:43:47)

Re: [IDEA] small mod idea... flooded levels

i think again a better way for your idea: not need projectile or laser or dead tile.
if is necessary we can create new tile in game layer for map editor
the server must compare only the position of players if them are under flood, it's simple just evaluate pos of character

11

Re: [IDEA] small mod idea... flooded levels

CarmineZ wrote:

i think again a better way for your idea: not need projectile or laser or dead tile.
if is necessary we can create new tile in game layer for map editor
the server must compare only the position of players if them are under flood, it's simple just evaluate pos of character

but the flood should be shown to the players. maybe a horicontal laser?

12 (edited by CarmineZ 2010-12-10 00:41:23)

Re: [IDEA] small mod idea... flooded levels

heinrich5991 wrote:

but the flood should be shown to the players. maybe a horicontal laser?

i don't know if is possible to sincronize a quad animation in map for give good graphic effect, if not possible, horizzontal laser is best solution i think

13

Re: [IDEA] small mod idea... flooded levels

Representing the flood on the map for players isn't a problem. You can simply map some growing water, and if you're really motivated, an horizontal laser like heinrich said (though it may be difficult when the origin or the target of the laser is out of the sent area of the map).
Don't code something just because "I think I can mod it because I just have to check pos.y and if it's under I kill the player and...". We seriously don't care you'll name your config variable sv_flood_start_side 1-4 and that it will be 1 by default. These are technical MINOR problems you shouldn't even think about at the startup.
When you're about to start a project, you shouldn't think anything code-related - except asking yourself if what you want to do is possible. Nothing more, else you loose the global view of your project. Keep what you want in mind, and the program details for another time.

Edit: This was before the CarmineZ's last post

Not Luck, Just Magic.

14

Re: [IDEA] small mod idea... flooded levels

Dune wrote:

Don't code something just because "I think I can mod it because I just have to check pos.y and if it's under I kill the player and...". We seriously don't care you'll name your config variable sv_flood_start_side 1-4 and that it will be 1 by default. These are technical MINOR problems you shouldn't even think about at the startup.
When you're about to start a project, you shouldn't think anything code-related - except asking yourself if what you want to do is possible. Nothing more, else you loose the global view of your project. Keep what you want in mind, and the program details for another time.

I simply offered a possible solution to the request of Sy, who are you to say what I need to talk? I can safely speak of the code, where is the problem?, or you want to prohibit me ????? goes to sleep better before saying such nonsense!!

15

Re: [IDEA] small mod idea... flooded levels

Carminez, please calm down. You can do everything you want, Dune simple told you how to optimize your work. He's just trying to say to how to make your mod project and how to realise it spending less resources to get a better result.

Support Staff - ESL.eu Teeworlds Admin

16 (edited by Sy 2010-12-10 18:42:01)

Re: [IDEA] small mod idea... flooded levels

Dune wrote:

designed only for one level of racers. Everybody can play a normal RACE, and try to finish it with the best times. Though, with this mod, it's kinda binary: you passed it or you don't.

That's right, that'ss why I suggested to put it into the old Survival Mod.
Blue has explain it correctly
I thought it could make the survival mod a bit popular again.

for race this technique would not really offer much new and only limit, as you say.

CarmineZ wrote:

not need projectile invisible; it is possible server side to trasform every tile in a row or in a column in a death-tile (less stress for server work) and add some server variables, from where of the 4 sides begin flood, and time in seconds to increase flood, example:
sv_flood_start_side 1-4 default 1 (1 from bottom, 2 from left, 3 from top, 4 from right)
if begin from a side, the flood increase one tile to opposite side every sv_flood_time seconds

That's a good Idea!

CarmineZ wrote:

while in both cases you must synchronize the graphical map with the growth rate of the flood
and at the end of each match should do the reload of the map, if not already so in survival mod

y, y, y, exactly, that I tried to explain smile

Blue wrote:

Only that survival is boring for the dead players.

unfortunately I've only played once or twice survival ;D there are too few players

heinrich5991 wrote:

but the flood should be shown to the players. maybe a horicontal laser?

this possibility would provide more functions, but a waterflood (or lava, acid) would look simply more awesome

17

Re: [IDEA] small mod idea... flooded levels

Sy wrote:

this possibility would provide more functions, but a waterflood (or lava, acid) would look simply more awesome

hm.. not possible with teeworlds' static maps. if you want to create an animation in your map it will be asynchronous for the players. (some load the map faster, some slower)

18 (edited by Sy 2010-12-10 20:04:10)

Re: [IDEA] small mod idea... flooded levels

heinrich5991 wrote:
Sy wrote:

this possibility would provide more functions, but a waterflood (or lava, acid) would look simply more awesome

hm.. not possible with teeworlds' static maps. if you want to create an animation in your map it will be asynchronous for the players. (some load the map faster, some slower)

this is a problem...

but
if the map already downloaded, there shouldnt be a big different.
if they join after the round starts, they're f*cked, they cant play anyway without reload/mapchange ;D

otherwise the maps should be as small as possible

edit: which also isnt possible with non-standard tilesets hmm

19

Re: [IDEA] small mod idea... flooded levels

or reload map every match end?

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Re: [IDEA] small mod idea... flooded levels

Sy wrote:

a map reload and a new round starts.

Not Luck, Just Magic.

21

Re: [IDEA] small mod idea... flooded levels

maybe...

round starts (animation starts)
5-10sec warmup (players can join game)
reload (animation starts again)
~4 min fighting (players can't join game)
next round // next map

so that everyone should have downloaded the map and the animation for each player (no spectators) have started at the same time?

22

Re: [IDEA] small mod idea... flooded levels

Sy wrote:

maybe...

round starts (animation starts)
5-10sec warmup (players can join game)
reload (animation starts again)
~4 min fighting (players can't join game)
next round // next map

so that everyone should have downloaded the map and the animation for each player (no spectators) have started at the same time?

Still, there is a map loading time that differs from some seconds from a client to another (I experienced issues for synchronization because of that) neutral

Not Luck, Just Magic.

23 (edited by CarmineZ 2010-12-10 23:19:42)

Re: [IDEA] small mod idea... flooded levels

i have one question: when one client join to the server, server sent animation time state of the quads?
there are maps like ifreeze6 with night and morning, start from morning and after becom night... if now i am connected and i see night, somebody join now, what see he? night or morning?

24

Re: [IDEA] small mod idea... flooded levels

CarmineZ wrote:

i have one question: when one client join to the server, server sent animation time state of the quads?
there are maps like ifreeze6 with night and morning, start from morning and after becom night... if now i am connected and i see night, somebody join now, what see he? night or morning?

its not synchronized

25

Re: [IDEA] small mod idea... flooded levels

you right, i test by opening 2 client to try sincronization, but after reload map by rcon, no many difference in 2 animation