by [RDH]Zerted
August 27th, 2006
Source and Download link: https://www.se.rit.edu/~dpk3062/
Important:
-This map is a demo for the game mode holo, but uses g_1flag (because I forgot to change it).
Background:
-The idea for Holocron came from... I don't know. Teancum of GameToast.com asked me to make it.
Objective:
-Get your team points to match the score limit before the other team(s) does.
How to score:
-Hold the Holocron for a given amount of time. (demo map uses 2 minutes)
-If a player dies or drops the flag, the timer is reset.
Other Notes:
-The player holding the Holocron is given 'power ups'. Currently these power ups are: shields; shield regeneration; health regeneration; energy regeneration
-The Holocron score setting determine the map's score limit. If you don't have the shell currently in development, then use the CTF's score limit.
-The Holocron time limit setting determine the map's time limit. If you don't have the shell currently in development, then use the CTF's time limit.
-The Holocron bot setting determines the amount of AI units. If you don't have the shell currently in development, then use the CTF's bot count.
-The Holocron delay setting determines the Holocron's starting spawn delay. If you don't have the shell currently in development, the map will use the modder's value.
-The white bar on the left (for non-flying units) is the unit's remaining shield strength.
-Team killing the Holocron carrier will get you killed.
-Team killing may randomly cause you to die.
-The Holocron may not respawn in the same location after it is captured.
-Every unit starts off with a 1 point shield. This is required to prevent MP crashes.
-There is a delay from when the map starts and when the first Holocron spawns. This is to allow players who want to look at the last map's score the time to do so without being screwed by the glitching early spawners.
-The Holocron will spawn in random spots if the map developer wishes.
Tips:
-A 1000 paper cuts, so to speak, won't kill the Holocron carrier. Team work and ambushes are the key.
-The Bothan's incinerator is no match for a shield, but can do wonders aganist the defending units nearby.
-When a unit holds the Holocron long enough to score, the regeneration power ups are turned off. However, the unit keeps any remaining shield strength. Use this information to your advantage.
-Never kill a unit on your team. That unit just might come back to get you.
Tips for Map Makers:
-Set the carrier's max shield to withstand at least a direct missile/mine explosion.
-Its up to you to determine if a team can see, on the ingame map, where the enemy is holding the flag.
-Don't set the capture timer longer than the game's 'flag held too long' limit or it will be impossible to score.
-Holocron uses Objective.lua so you can combine it with other modes easily.
-Don't put heros in your map.
Spin-Offs:
-learned how to have more than 2 playable teams
-learned to edit a single unit's stats instead of an entire class' stats (think droppable kits like BF2)
-learned more about the game's Lua loading processes
Things not yet Finished:
-Adding mode strings to main core.lvl
-Documenting how to install the mode into a map
-Game Mode Installer plug-in
-Adding Holocron Options Menu screen in the shell.
Issues:
-(none so far)
Ideas, Questions, Comments, Answers?
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The required WIP pictures
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(You might want to keep your eyes open to read the text) Close your eyes... Think of the first time you opened ZeroEdit on a non-space map. Now, with that image still in your mind, move ZeroEdit's camera slowly up into the air. You are high above the map. Feel the wind flow past you as you slowly turn to look down. Remember the map image. Using your mind, place a flag (the Holocron) in the middle of the map. This is what HMD looks like. If you don't like the pictures, its your fault






