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Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Fri Jun 13, 2008 7:14 pm
by Grev
I believe there should be a dueling arena, but knockback should be taken off the lightsabers, and there should be a region where you can use lightsabers, and only there.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Fri Jun 13, 2008 7:21 pm
by Fluffy_the_ic
Grev wrote:I believe there should be a dueling arena, but knockback should be taken off the lightsabers, and there should be a region where you can use lightsabers, and only there.
On my house there'll be a little cage, so I GUESS that could be dueling arena.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Fri Jun 13, 2008 7:37 pm
by RepSharpshooter
YJJ's house has an arena, I thought.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Fri Jun 13, 2008 7:57 pm
by Caleb1117
Dueling does take skill, and if you know the Null technique, really good timing.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Fri Jun 13, 2008 11:23 pm
by RepSharpshooter
Mshex now exports some things from xsi modtools 6.0 and 3ds max into .msh....

it'll export primitives no problem. It sorta exported my podracer model. However, my building is making it mess up badly. I still need to debug :(

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 1:54 am
by YouJediJunkie
Hmm, well, I could let Fluffy' to have an arena for Jedis in his building, and I could have my arena for normal soldiers and jet troopers (We should have those, really). Personally, I find it more fun to design map lay-outs for rifle battles. :music:

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 7:57 am
by Taivyx
Fluffy_the_ic wrote:Okay, to make life a little easier than guessing where everyone is, I edited the layourt Rep made and Caleb edited to include a name on all of the red spots except A2. I also put in the water (sort of) for those who want near-water spots.
Here it is:
Image
I thought I was on A2 :|
Too bad there aren't pickup-able weapons, I would have liked to include a shooting range on mine with my weapons.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 8:23 am
by Caleb1117
Perhaps, there should just be a public Duel Arena, instead of integrating it into anyone's house.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 10:22 am
by Fluffy_the_ic
Taivyx wrote:
Fluffy_the_ic wrote:Okay, to make life a little easier than guessing where everyone is, I edited the layourt Rep made and Caleb edited to include a name on all of the red spots except A2. I also put in the water (sort of) for those who want near-water spots.
Here it is:
Image
I thought I was on A2 :|
Too bad there aren't pickup-able weapons, I would have liked to include a shooting range on mine with my weapons.
Sorry, I did that while I was rally tired.
Also, I installed the 30-day free trial of Foundations, but it didn't show up. I looked in the softimage folder, but only a logo came up. I need help about that.
EDIT: No, it says you're in D1.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 10:39 am
by Grev
I agree with caleb. Lots of lots haven't been taken, we still have to have the "chatroom", cantina, and other wonderful ideas, so why not have a 3 or 4 lot area for fighting?

There could be a main entrance lot, from which you teleport to an arena, and you teleport into an area that is unreachable when you exit it, and in that area, is where you can choose a unit, depending on arena. You can make the vehicle spawn a prop, and have an image under an arrow which teleportsn you! I could do that if neccasary! or if RepSharpshooter lets me... :P

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 10:43 am
by Eggman
Caleb1117 wrote:Perhaps, there should just be a public Duel Arena, instead of integrating it into anyone's house.
I just had the thought that if a public arena was used, the arena model from RepSharpshooter's Battle Arena could be used and the layout within it could just be changed to something different. It would save the trouble of creating a new model and the billboards at the top could be used to advertise things from a variety of modders.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 10:55 am
by Fluffy_the_ic
Eggman wrote:
Caleb1117 wrote:Perhaps, there should just be a public Duel Arena, instead of integrating it into anyone's house.
I just had the thought that if a public arena was used, the arena model from RepSharpshooter's Battle Arena could be used and the layout within it could just be changed to something different. It would save the trouble of creating a new model and the billboards at the top could be used to advertise things from a variety of modders.
I actually figured that Rep's arena could be a complex of sorts, if edited. For instance, some edits would be getting rid of the hubs in the spectator's seats, adding halls to get in, and putting swoops in the spectators seats (One or Two) and put little branches off of the hallways for spectator consoles and also adding windows along the main walls. Just an idea.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 10:59 am
by Taivyx
Eh, whatever, D1 works.

EDIT:
Me and Rep had a discussion about the possibility of implementing custom units/weapons into the map.
What do you guys think?
[12:53] =LH= [GT-b] Taivyx: Got an idea, how about there's one side in DMI with just the regular civilian look, and the other side will showcase custom units from various modders
[12:53] =LH= [GT-b] Taivyx: Everyone can input one unit
[12:53] =LH= [GT-b] Taivyx: each
[12:53] =LH= [GT-b] Taivyx: and to maximize the showcase potential each unit can carry multiple weapons and stuff
[12:53] =LH=RepSнarpsнooтer: but how many people we go
[12:53] =LH=RepSнarpsнooтer: t
[12:53] =LH=RepSнarpsнooтer: got
[12:54] =LH= [GT-b] Taivyx: More than a side can hold, but not everyone may want to input a custom unit
[12:54] =LH= [GT-b] Taivyx: and just to prevent killing other people everyone has unlimited health
[12:54] =LH=RepSнarpsнooтer: :/
[12:54] =LH=RepSнarpsнooтer: no
[12:54] =LH=RepSнarpsнooтer: that wouldn't be fun
[12:54] =LH=RepSнarpsнooтer: in the battle arenas we want to kill eachother
[12:55] =LH= [GT-b] Taivyx: oh yeah, the battle arenas.......
[12:55] =LH= [GT-b] Taivyx: How do you limit killing to the battle arena then?
[12:56] =LH=RepSнarpsнooтer: something to do with autoturrets that shoot you in public places
[12:56] =LH=RepSнarpsнooтer: you have to be unarmed
[12:56] =LH= [GT-b] Taivyx: Ah, I gotcha
[12:56] =LH=RepSнarpsнooтer: But I still want to be me, and go into a public place though
[12:56] =LH=RepSнarpsнooтer: too bad there isn't a way for the turrets to shoot at you only when you shoot
[12:57] =LH= [GT-b] Taivyx: But the weapons on the armed place will be the same kind of stuff?
[12:57] =LH= [GT-b] Taivyx: blaster rifles, pistols, etc.?
[12:57] =LH=RepSнarpsнooтer: Yeah
[12:57] =LH=RepSнarpsнooтer: perhaps there could be regions, where it switches teams
[12:58] =LH= [GT-b] Taivyx: why not the other side has weapons too but they're the custom units I talked about earlier but the weapons do no damage?
[12:58] =LH= [GT-b] Taivyx: That way there can be shooting ranges
[12:58] =LH=RepSнarpsнooтer: Well lets just find another way to keep people from killing each other
[12:59] =LH=RepSнarpsнooтer: we could put everyone on the same team and boot tk-ers
[12:59] =LH= [GT-b] Taivyx: but then it wouldn't work in the battle arena
[12:59] =LH=RepSнarpsнooтer: or we could teleport someone into jail when they tk
[13:00] =LH=RepSнarpsнooтer: or when they tk they I forgot what I was going to say
[13:00] =LH= [GT-b] Taivyx: lol
[13:02] =LH= [GT-b] Taivyx:
Team 1
-Battle Arena Team, spawns in the battle arena, non-custom units/weapons are deadly

Team 2
-Public Area walk-around team, spawns in the public areas, custom units/weapons are non-deadly
[13:02] =LH= [GT-b] Taivyx: This will allow for shooting ranges
[13:02] =LH= [GT-b] Taivyx: and showcases of custom stuff ingame
[13:02] =LH=RepSнarpsнooтer: What about a 2 teams with units that are the same
[13:02] =LH=RepSнarpsнooтer: except one has weapons and one doesn't
[13:03] =LH=RepSнarpsнooтer: we could switch between the too
[13:03] =LH=RepSнarpsнooтer: two
[13:03] =LH=RepSнarpsнooтer: that way we can always have customabilty but be safe
[13:03] =LH= [GT-b] Taivyx: Well the public people in my concept are safe too
[13:04] =LH= [GT-b] Taivyx: because their weapons don't do damage
[13:05] =LH=RepSнarpsнooтer: I want them to
[13:05] =LH= [GT-b] Taivyx: I thought you wanted to limit killing to the battle arena
[13:06] =LH=RepSнarpsнooтer: The autoturrets will kill armed people in public places
[13:06] =LH= [GT-b] Taivyx: so you want people to be able to walk in and out of the battle arena?
[13:06] =LH=RepSнarpsнooтer: sure
[13:07] =LH=RepSнarpsнooтer: easier than coding lua or something
[13:07] =LH= [GT-b] Taivyx: honestly I think my idea would be easier
[13:08] =LH= [GT-b] Taivyx: because you wouldn't need autoturrets
[13:08] =LH=RepSнarpsнooтer: I want guns that shoot stuf
[13:08] =LH=RepSнarpsнooтer: not wimpy no damage ones
[13:08] =LH= [GT-b] Taivyx: Well you can do damagescalehuman = "0.0"
[13:08] =LH= [GT-b] Taivyx: or something
[13:08] =LH= [GT-b] Taivyx: and have everything else as 1.0
[13:09] =LH= [GT-b] Taivyx: and the shooting range targets can be droids
[13:09] =LH= [GT-b] Taivyx: and since it'll have damagescaledroid as 1.0
[13:09] =LH= [GT-b] Taivyx: it'll do damage to them
[13:10] =LH=RepSнarpsнooтer: I dunno
[13:10] =LH=RepSнarpsнooтer: then you just have a bunch of people shooting eachother with toy guns
[13:10] =LH=RepSнarpsнooтer: it'll get annoying
[13:10] =LH=RepSнarpsнooтer: when someone's unloadnig a clip into you
[13:11] =LH=RepSнarpsнooтer: I like the armed/unarmed idea, armed side, and unarmed side. The unarmed side could also have unlockable police officers to keep the peace
[13:11] =LH=RepSнarpsнooтer: or do we throw everyone in with guns and see what they do
[13:12] =LH=RepSнarpsнooтer: as long as there's police it should work
[13:12] =LH= [GT-b] Taivyx: well there's always gonna be a jerk or two that'll start killing people
[13:12] =LH=RepSнarpsнooтer: But I'm better at fighting then anyone
[13:12] =LH=RepSнarpsнooтer: perhaps we should just ban sniper rifles
[13:13] =LH=RepSнarpsнooтer: or something
[13:13] =LH=RepSнarpsнooтer: like in kotor
[13:13] =LH=RepSнarpsнooтer: the only way you could kill someone was hand to hand
[13:13] =LH= [GT-b] Taivyx: well the armed side would be confined to the battle arena
[13:13] =LH= [GT-b] Taivyx: so I dunno how they could kill anyone
[13:13] =LH= [GT-b] Taivyx: besides other armed people
[13:13] =LH= [GT-b] Taivyx: in the arena
[13:13] =LH=RepSнarpsнooтer: but the map will be more fun with weapons
[13:14] =LH= [GT-b] Taivyx: why not knives then?
[13:14] =LH=RepSнarpsнooтer: lol ok
[13:14] =LH= [GT-b] Taivyx: that use the grenade anim :P
[13:14] =LH= [GT-b] Taivyx: and then in addition the custom weapons and crap?
[13:14] =LH= [GT-b] Taivyx: or not?
[13:15] =LH=RepSнarpsнooтer: i dunno
[13:15] =LH=RepSнarpsнooтer: I'm trying to finish mshex
[13:15] =LH=RepSнarpsнooтer: so we have a city to shoot stuff in
[13:17] =LH= [GT-b] Taivyx: wellok

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 3:44 pm
by MercuryNoodles
The purpose of the map, from what I gather, is that the main area is for showcasing maps, models, etc, with a battle arena area for actual combat. If that is so, and you have deadly weapons in the main area, people are going to start killing each other fairly quickly. That will get annoying in short order, since you'll likely wind up having people killing others that may want to spend time viewing the modder material rather than fighting. Remember, there will probably be a lot of non-modders/non-GTers that may have the map, and they won't be so sympathetic to the map's intended purpose.

If deadly weapons are allowed everywhere, the only foolproof way of ensuring nobody's viewing pleasure is ruined is to have an admin present at all times, with a set of non-standard rules to enforce. (I should remind everyone that enforcing even generally accepted rules typical of any game server is often a pain in the rear.) I consider this impractical, from experience with JK2 and JK3 MP, among others. So, we're kind of stuck with living with the annoyance of being shot at inconvenient times, taking away weapons, limiting weapons operated in the city itself, or maybe making a unit specifically for looking around that cannot be killed while all others can fight. Anything beyond that will most likely be too complex to really be worth the effort, and trying to automate any sort of anti-laming system will mean there's no way to take a person's actions in context. I can't tell you how many times I've seen people talking back to an admin script, so I can only imagine how people would react to a server running this map. :lol:

Btw, banning the sniper rifle is just rediculous. If you need a counter-sniper that badly, call me. XD Heh.



I've been doing a little doodling, and I think I've settled on an idea for my building. I'm still thinking through how exactly I'm going to get the exterior as I want it, but I'm hoping to get what I need from a slightly modified cylinder. Speaking of which, I have a question. Is there a height limit I should stick to? My idea so far seems to imply a fairly tall building. For some reason, even when scaling it down a bit mentally, I'm still coming up with around 16 stories. :P

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 3:53 pm
by Syth
idk about the auto turrets only shooting those who are armed, because it might not even be possible, or at least not in mp.. only Zerted would know


id defin would like the show case modder unit idea though

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 3:57 pm
by Caleb1117
No specified hight (or depth :P) limit.

I'd just make it so the fighter team only spawns in the arena area, which cannot be escaped from, but the civilians, can enter into the seating area and watch.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 5:09 pm
by Taivyx
MercuryNoodles wrote:The purpose of the map, from what I gather, is that the main area is for showcasing maps, models, etc, with a battle arena area for actual combat. If that is so, and you have deadly weapons in the main area, people are going to start killing each other fairly quickly. That will get annoying in short order, since you'll likely wind up having people killing others that may want to spend time viewing the modder material rather than fighting. Remember, there will probably be a lot of non-modders/non-GTers that may have the map, and they won't be so sympathetic to the map's intended purpose.

If deadly weapons are allowed everywhere, the only foolproof way of ensuring nobody's viewing pleasure is ruined is to have an admin present at all times, with a set of non-standard rules to enforce. (I should remind everyone that enforcing even generally accepted rules typical of any game server is often a pain in the rear.) I consider this impractical, from experience with JK2 and JK3 MP, among others. So, we're kind of stuck with living with the annoyance of being shot at inconvenient times, taking away weapons, limiting weapons operated in the city itself, or maybe making a unit specifically for looking around that cannot be killed while all others can fight. Anything beyond that will most likely be too complex to really be worth the effort, and trying to automate any sort of anti-laming system will mean there's no way to take a person's actions in context. I can't tell you how many times I've seen people talking back to an admin script, so I can only imagine how people would react to a server running this map. :lol:

Btw, banning the sniper rifle is just rediculous. If you need a counter-sniper that badly, call me. XD Heh.
Caleb1117 wrote:I'd just make it so the fighter team only spawns in the arena area, which cannot be escaped from, but the civilians, can enter into the seating area and watch.
Yeah my main idea was

Team 1
-Battle Arena Team, spawns in the battle arena (cannot escape), non-custom units/weapons are deadly

Team 2
-Public Area walk-around team, spawns in the public areas, custom modder-showcase units/weapons are non-deadly

It's a kind of like how we made it in the Cantina Club, one team for the battle arena, one team for the cantina/public spaces
There should also be a see-through barrier to protect civilians in the stands from blasterfire

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 6:22 pm
by RepSharpshooter
The only problem with that is that I wanted to be able to hunt wild animals in the wilderness with weapons. I suppose the human scale wouldn't affect them though.

I also wanted to battle like a mandalorian swoop gang in the wilderness too. I mean han solo always has his blaster, I want one too!

What if civilians were given infinite health, and the armed people were allowed to roam? That way they could still kill eachother, but not hurt the civilians. It sounds like a good compromise, although there could be certain drawbacks that I overlooked.

Image

mshex beta http://www.gametoast.com/forums/viewtop ... 64&t=14381

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 6:48 pm
by trainmaster611
Can I get D2 for my train station :P

Are we still going to do the subway idea?

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 6:57 pm
by Teancum
What about an elevated train? That would eliminated the need for terrain cutters.