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View Full Version : Maps which promote stratergy.



Typhoon GX
23rd Nov 05, 3:40 PM
I've been finding these maps very rarely. Basicly, these are maps like the ones in the WA campain and the one where if you capture a cl and hold it for 6 minutes, you'll get a Daemon Prince. The way a map is set up is cool (and I'll say the maps made by you people are great), but it's also nice to see bonus objectives thrown in there for good measure. Relic added these features so we could use them. Why let them go to waste?

Argonaut
23rd Nov 05, 4:45 PM
I agree with what you're saying, but it took Rayden many weeks to sort out the Artifact map (With the Daemon prince) THEN it took me a couple of weeks to finalise the code to put the demon prince in and a further couple of days for Rayden to refine it to what he needed..

Basically, what you ask IS possible, but it is time consuming to do. Oh,.... and until we get the mod tools for WA we're working with a 1.3 map editor trying to get things to work in a 1.41 WA environment O_o - not easy. Stand by though.. with the release of the tools iminent you can expect what you're asking for pretty soon.

BrSgt_Burns
23rd Nov 05, 5:48 PM
The other question is - The demon is a cool idea, but what else could we do?

I'm open for ideas! :)

Typhoon GX
24th Nov 05, 12:51 AM
Well there are plent of examples, from opening a psychic gate to get access to relics, to fixing up titan weapons so you can use them.

Kjon
24th Nov 05, 2:47 AM
Capture the base!!!!

Dajmin
24th Nov 05, 3:23 AM
I also think more strategic maps would be a great addition, but I think we're in the minority. The only games you can usually find online are Annihilate and the most common map is Kasyr.
Now the problem I have with Kasyr is that there's no competition for relics, which means that everyone gets the chance to tech up and crank out the most powerful units - then it comes down to which 'epic' (for want of a better word) unit is more powerful or less resistant or whatever. The only real conflict is over the CLs, which is really no big deal.

I'd like to see maps that required a little bit of thought to survive on, a little conflict so that there's actually some strategy involved if you want to get powered up.
And I think the most simple way of doing that is not to add some new incredible piece of modding/programing genius, but simply stop giving everyone their own relic :)

</rant>

Argonaut
24th Nov 05, 5:11 AM
BrSgt_Burns - I've had a quick look at the abilities for 'avatar kill' and 'capture guardsen' from the campaign but as I'm pretty new to scar stuff, here's a question....

Can similar things be added to the multiplayer things? I'm guessing the icons would have to be the same, but could we have some kind of, oh, i dunno... E.M.P pulse weapon for owning a certain area/crit loc? OR an Exterminatus button? Or some kind of thunderhawk strike thing? I'm thinking C&C generals style when you can command a MOAB stealth bombing run or SPECTRE gunship attack that is a single hit, takes time to charge kind of thing.

I was also thinking along the lines of C&C generals where owning a hospital gives health to your infantry, owning a mechanic shop(?) gives repairs to vehicles and owning a drop zone gives.. well... troops dropped in.

I have got the dropzone to work on the SM survival mode I'm working on, but haven't got round to trying to get the other bonuses to work.

This could add the additional strategic things people are asking for when they compain about having too many relics, not enough tactics etc.

--eFTy-->
24th Nov 05, 12:43 PM
Is it possible to assign units to a 9th, neutral player?

So that if you capture a SP you would be given control of say - a repair depot - and a Tech Priest that was lying around will repair your vehicles.

BrSgt_Burns
24th Nov 05, 2:48 PM
Argonought - my goal in the five maps I’m working on is that every critical location actually does something. e.g. a critical on a hill if you own it allows you to see the FOW of the enemy - Capture a base - take control of some imperial guard. Ultimately, anything is possible with the right amount of time. But a real pit fall is that too much coding causes sync errors in multiplayer - as we discovered in Space Hulk. To have a bombing run would require a bit to much work than I’m will to commit to at the moment - but might be possible when the new tools come out and I can check out if the VALKYRIE was scripted or animated.

--eFTy--> - yep, very easy stuff. The mission I am working on now is 2v2! 1)space marine 2) imperial guard vers 3&4)chaos. Space Marines can't build anything but listening posts, power and turrets. They have to capture the two bases that have the SM buildings in it. Also their are pockets of Imperial guard fighting when you start, if the commander you start with gets near them they he takes command of them switching them to you team. No 2) Imperial Guard player has to ensure that the space marines capture the 2 outposts or he's in a world of hurt.

CLR
24th Nov 05, 3:30 PM
To have a bombing run would require a bit to much work than I’m will to commit to at the moment - but might be possible when the new tools come out and I can check out if the VALKYRIE was scripted or animated.

There's are three "fly-bys", one where it goes straight, dives left, or dives right.

Here are the actions:

flyby_center
flyby_left
flyby_right
sp_land
sp_take_off
default (lights blinking - steady node)
die

Have fun.

Finaldeath
24th Nov 05, 3:34 PM
You don't know if the thunderhawk ever got given the same animations? I meant to ask someone before actually (there must be a crashing animation for the missions in the campaign).

Useful to know. Also, there are a lot of possibilities in SCAR. The singleplayer button things are possible too, although of course not always useful :)

Remember: cutscenes affect all players, as do some functions to do things like reveal the map, incase you need to use them :)

terra_01
24th Nov 05, 6:28 PM
Along with work on the Death Guard, I've been wanting to incorporate a destroy objective mod. A building of some sort that has a control area around it, that each team has to defend from their oponent. The builing would be repairable. First to destroy their oppenent wins. It'd be really map/stratergy specific, but since I can't code and am getting my head round the OE atm I've had little time to work on the idea.

Also BrSgt_Burns - and I guess you've already done this - I'd love to incorporate defensive doors into maps that once captured can be controled by the player.

Rayden
25th Nov 05, 2:21 AM
Maybe something like "Z"? :)

Shiny
25th Nov 05, 12:04 PM
I like the defensive door idea, maybe a crit could give you the power to open/close it or something. And the other problem is getting people to download them. Either spam the lobby with an address for the Map Packs, or ask relic if they could put them in a patch or something (I don't know whether this has been tried before)

Aralez
25th Nov 05, 2:27 PM
Noooo, not "Z"! :D (j/k)
I remember me and a good friend (a computer junkie like me, too) trying to beat that Z-AI for several days without any success. And we were very good, no newbies. We gave up after a week or so. Several days later his girlfriend (she had no computerknowledge at all) finished the game and complained about the AI being too easy. Imagine our faces :D :D

back to topic:

What about a "Capture-the-building" script, so that e.g. Space Marines would capture a IG-bunker and build IG troops...
Not sure if that is possible, though... :blink: