BreakFloor map for DX

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BreakFloor map for DX

Postby ~M3GG4~ » Wed May 09, 07 4:32 pm

Hey, this isnt really a modification but.

I was wonder, could you make a map for DX which would be like the CS:S map breakfloor for deus ex, it could be called DXBreakFloor
This would be a fun addition to the game.I would love help with this to whoever would like to.
Thanks.
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Postby Big Daddy » Wed May 09, 07 4:52 pm

Not really made for DX. For one thing, weapons would be easy to get. Another thing is that respawns are always on so someone could destroy them all.
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Postby ~M3GG4~ » Wed May 09, 07 4:59 pm

huh, i dont know what you mean?
It wouldnt work ?
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Postby Big Daddy » Wed May 09, 07 5:09 pm

Respawns set means they can just fall down again.
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Postby Magus » Wed May 09, 07 5:18 pm

Movers don't respawn, either.

Thus, once the floor got smashed, it'd never come back.

And, of course, what the others said about respawning.

I had considered converting it myself :P
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Postby Dae » Wed May 09, 07 5:48 pm

Magus wrote:Movers don't respawn, either.

I don't think it's hard to code a mover that respawns.

Theory: duplicate a breakable mover class, remove the self-destroying part leaving only the code for spawning fragments. Then copy code from other mover class, that moves it to the next keypoint 1. Then add a timer which would return the mover to keypoint 0 when some time passes. Set movement time in defaultproperties{} to a very low value.
In other words, the mover won't destroy when damaged, but just show an effect of being destroyed and hide itself.
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Postby Alex » Wed May 09, 07 5:56 pm

Haha, a mover is never destroyed. So all this difficult stuff of "duplicate the mover" etcetera: Not required.

The mover is being moved to a location far far away, so you can't see it.
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Postby Magus » Wed May 09, 07 5:59 pm

That still leaves the round-based gameplay issue.

I trust the MM team will come up with a solution to that, though :P
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Postby Alex » Wed May 09, 07 6:00 pm

If you could just give a clear description of how this map actually works, then I can tell you if it's possible. Because so far I have no idea what you guys actually want to create.
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Postby Dae » Wed May 09, 07 6:00 pm

We could, though I didn't play that map in CS:S and I don't know what is it about :(
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Postby ~M3GG4~ » Wed May 09, 07 6:41 pm

there is a square map.

Wall in middle of map

Floor is glass cubes, when you sall glass cube, there are 2 or 3 more cubes underneath you, when you smash last cube, you fall to death.

Under wall there are cubes too

Nsf and unatco, at diff. sides of wall.

Objective: break glass to other side of wall and kill other players. lol gg no?
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Postby Dae » Wed May 09, 07 6:46 pm

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Postby Magus » Wed May 09, 07 7:09 pm

There's also a single angled solid edge at both ends of the map. Looks like this: ^

It's embedded in the glass, though
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Postby ~M3GG4~ » Wed May 09, 07 7:27 pm

yep, thats exactly it Dae, possible?
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Postby Big Daddy » Wed May 09, 07 7:34 pm

If the mover did respawn, chances are you'd be crushed by it when you're half way through the tunnel.
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Postby Magus » Wed May 09, 07 7:58 pm

Well, since such a map would need a custom gametype to work anyway (For CS-style spawning) it'd be pretty simple to prevent that by calling the respawn between rounds.
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Postby Cozmo » Wed May 09, 07 8:02 pm

What about actors? And if a player got stuck inside, it could teleport them to the top of the map or something?
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Postby Magus » Wed May 09, 07 8:03 pm

Fair point, I guess.
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Postby Big Daddy » Wed May 09, 07 8:06 pm

Magus wrote:Well, since such a map would need a custom gametype to work anyway (For CS-style spawning) it'd be pretty simple to prevent that by calling the respawn between rounds.
Yeah but wouldn't surf just be so much more awesome to recreate? We'd be overcome by people who do nothing but play surf on CS:S.
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Postby Alex » Wed May 09, 07 8:08 pm

Surf? Explain.
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Postby ~M3GG4~ » Wed May 09, 07 8:25 pm

Dae, screenies, or meybe video as screenies can really show.
lol
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Postby AgentSmyth » Wed May 09, 07 8:45 pm

now i remember trying to do this.something very strange happened.when i put all the glass blocks together and tested the map all of a sudden i couldn't see nething but the blocks were there.they were invisible. So it looked like it was floating and if i shot a block it would break, but u couldnt see where the invisible hole was.so every so often i fell through. :lol:
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Postby ~M3GG4~ » Wed May 09, 07 11:34 pm

rofl, that sucks.
Maybe we can colour the glass? or give the glass a smoked effect.
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Postby Magus » Thu May 10, 07 6:54 am

The problem with trying to recreate Surf maps comes in the fact that 'surfing' in CS is achieved by abusing the features of the game's physics engine - which would probably be quite difficult to recreate.

The basic premise of surfing is to travel around the level at insane speeds by 'falling' down triangular 'skis' placed on the map. By strafing into the skis, the engine negates most of the vertical velocity you would normally have, allowing you to travel near-horizontally along the ski itself and launch yourself from the end of it toward the next one.

The maps, in addition to featuring said skis, there is often a floor that kills players, and areas with water to negate falling damage - these usually lead to areas where weapons spawn, as players are not usually provided with the opportunity to buy weapons at the start.
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Postby Big Daddy » Sat May 12, 07 8:38 pm

~[A]lex~ wrote:Surf? Explain.
Surf is a poorly made game type on Counter Strike Source, it has ramps that accelerate you by sliding on the sides, then you can jump from ramp to ramp to get places. Some people are just too good at it.
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Postby Magus » Sun May 13, 07 9:04 am

My explanation wins.
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Postby Big Daddy » Sun May 13, 07 5:03 pm

Oh crap didn't see that.
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Postby MainMan » Sun May 13, 07 7:11 pm

Magus wrote:My explanation wins.

Not really, you used the word 'negate' twice in two sentences, and you used it quite vaguely. You also used the word 'premise' incorrectly.

Just go back to UEd1, "Map Wizard".
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Postby Alex » Sun May 13, 07 7:20 pm

MainMan, isn't the background of your signature Protocol's signature? (Or Prodigy, I don't keep record of name-changes), if so, change it.
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Postby MainMan » Sun May 13, 07 7:25 pm

~[A]lex~ wrote:MainMan, isn't the background of your signature Protocol's signature? (Or Prodigy, I don't keep record of name-changes), if so, change it.

The orange thing behind the 'buzza I R LEET' part is one of his sigs, but scaled down. Ok changed.
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