Introducing GateHunt

For posting your maps.
iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: Introducing GateHunt

Post by iZumo » Fri 12 Jul , 2013 4:41 pm

Wait, a few things:
- make it that each gate can be selected n times (n being visible variable) while keeping the total number of gates (i.e if you select 25 gates and each can be triggered 25 times, it's purely random, or if you select 50 gates and each can be triggered max 2 times, then it will cycle through 2 games. Also add a check that new gate isn't the same as old one if possible.
- don't forget to trigger a special event after last game is done (for round end trigger)
- don't forget on Reset() for practice round (just in case)

User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: Introducing GateHunt

Post by iRobot » Fri 12 Jul , 2013 4:48 pm

Don't forget deemer room O=

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: Introducing GateHunt

Post by Azarael » Fri 12 Jul , 2013 5:37 pm

Already accomodated for end game and reset. Changed the implementation to random order of gates rather than random selection of all gates. Will add other requests later.

Updated previous link.

Spectre
Member
Posts: 41
Joined: Mon 01 Apr , 2013 7:32 pm
Contact:

Re: Introducing GateHunt

Post by Spectre » Sat 13 Jul , 2013 2:31 pm

Perhaps it would be beneficial to give some points to the second and third players to claim a gate as well? It might prevent camping a little if people think they have at least a shot at some points, rather than choosing to wait for the next gate to activate.

User avatar
darkelf
Disappeared Administrator
Posts: 949
Joined: Sun 15 Jan , 2012 12:34 pm
Contact:

Re: Introducing GateHunt

Post by darkelf » Mon 15 Jul , 2013 12:13 pm

Just played the new version. With that being said I'm extremely bored now playing it. Was exciting to have floaty vehicles made it different and challenging. Also with low grav you had the challenge of pushing your enemey further away from obj or shooting him into it at a higher speed. Now with no gravity its bouncy benders all over the terrain making it almost impossible to get a twin beam hit to shoot your enemies as vehicle makes unpredictable leaps and sudden turns while driving on the hills.

All the map is now is moonvalley with benders. At this point might as well just make it unarmed scorpions as being a gunner is pretty much pointless.

I would like to see a lolcar version. That way you can have air control. But the idea could go much further. Imagine total caos (Dragonfly, lowgrav, air control and bender/atlas)

Granted this is just my take on what i saw. From the general thought of the average raiser they seem to like the no grav. Maybe I'm way out there but to me I thought it was a nice touch.
Image
Modified Skins links: Yoda team colors viewtopic.php?f=8&t=2134&p=19097#p19097 Man assassin viewtopic.php?f=8&t=1468&p=10763#p10763 Women Assassin viewtopic.php?f=8&t=1999&p=16615&hilit=skin#p16615
> WebAdmin [dark_elfy]: who is this pepsiman.. he seems really talkative and pissed off
> Earl_Vencar.:LLS:.: i told him i liked coca cola

User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: Introducing GateHunt

Post by iRobot » Thu 28 Jan , 2016 7:06 pm

bumping so socio can reignite that PASHUN for mapping

Post Reply

Who is online

Users browsing this forum: No registered users and 29 guests