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supersoldier preliminary thoughts and discussion
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14 years agoLevel 10I've started work on supersoldier. Some initial information, bad news first, good news follows.
Unfortunately I don't have all the time in the world. A relative deadline is in place. Factor in some insane work days coming up, and a major r/l event as well. This means upfront I won't have nearly enough time to step up with major new gameplay - this time around.
On the plus side, I have a ss beta 1 in progress. Built some new scripts/code to automate some of the backend file management. I'd like to work on this more too because it'd reduce some of the version stepping headaches by like 100% (moving the pk3 to say beta 2 etc). No problem though in the short term although once/if I complete this code, it will go to the next mapmaker package which benefits everyone.
From this very early view forward, it's safe to say there will not likely be any radical evolution from superman to supersoldier. I've already made a few needed corrections but that was the easy stuff. Frankly a lot of the needed changes are boring internals that 99% of the people care nothing about, but are necessary for a 1st party supported map. This is the important stuff that needs to get done first, before new stuff can be added in.
Does that mean the map will change to suit the suits? Hell no, this map is community driven. I may be looking for 4.1 testers soon. Testing in 4.2 is FS QA only. Gameplay-wise the map remains the same between either version, no surprises there.
I'll answer some questions if you have them. Don't ask when 4.2 will be released - you know who to talk to about that. :) -
14 years agoLevel 10Just wondering if it might be possible....say there is a sewer tunnel added to the map...Could it be possible, if only a few players are on the server, to have that section (or any other) closed automatically until there are a certain number of players on the server? That's saying IF you ever added a tunnel. It would just make the map smaller and easier to play for just a few players. For example, the garage. When that used to be open and there were only 4 or 5 players on, it would take forever to find the fc.
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14 years agoLevel 10Hey Wily,
Just a thought- don't know if it will help- I'm pretty good with graphics manipulation- making 'optimized' textures, panels, and other graphics would be right up my alley.
I've DLL'ed GTK Radiant and tried to use it a few times- too complex for me. The graphics stuff I can handle, though.
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14 years agoLevel 10
Boogie Knight
Just wondering if it might be possible....say there is a sewer tunnel added to the map...Could it be possible, if only a few players are on the server, to have that section (or any other) closed automatically until there are a certain number of players on the server? That's saying IF you ever added a tunnel. It would just make the map smaller and easier to play for just a few players. For example, the garage. When that used to be open and there were only 4 or 5 players on, it would take forever to find the fc.
An awesome idea in principle. Whether a tunnel or some other incarnation of this idea, the concept of a map that adapts to the number of players is excellent.
BoogieKnight left the game
dr.worm: Oh **** im stuck in the tunnel!
/kill
:D -
14 years agoLevel 10Underground half-pipe snowboard slide?
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14 years agoLevel 10Boogie that would be interesting. Say maybe a cvar to control accessible areas. Like say g_area 2 would activate/deact accessibilty to the parking garage. Kinda like controlling clips per game mode. FS may dig this idea for future urt versions. I think that would be useful. There is a way currently to accomplish what you're suggesting however the control would be a free for all. Rob is right. Adaptive maps would be the right future direction.
Gladi8r - good to hear from you. Let me think this over. TTY iab -
14 years agoLevel 10This thread interest me.
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14 years agoLevel 10Nothing major but I always thought it would be nice if all the doors in Hotel Maintenance opened into a room instead of just the one. Not sure what to put in them but it would be cool to have 2 more rooms to hide in.
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14 years agoLevel 5or just have them destroyable like the one behind red
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14 years agoLevel 10I think you guys will like where Wily is headed with this map. I havn't seen the latest build but the last Rev I played has a lot of the things we have asked for plus the genius of the duck.
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