supersoldier preliminary thoughts and discussion

wily duck, Wed Feb 17 2010, 05:29PM

I'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. :)
Re: supersoldier preliminary thoughts and discussion
Boogie Knight, Wed Feb 17 2010, 05:44PM

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.
Re: supersoldier preliminary thoughts and discussion
Gladi8r, Wed Feb 17 2010, 05:54PM

Hey 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.
Re: supersoldier preliminary thoughts and discussion
FSK405|worm, Thu Feb 18 2010, 12:30AM


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.

Boogie Knight

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
Re: supersoldier preliminary thoughts and discussion
Gladi8r, Thu Feb 18 2010, 12:47AM

Underground half-pipe snowboard slide?
Re: supersoldier preliminary thoughts and discussion
wily duck, Thu Feb 18 2010, 01:01AM

Boogie 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
Re: supersoldier preliminary thoughts and discussion
momo, Thu Feb 18 2010, 02:23PM

This thread interest me.
Re: supersoldier preliminary thoughts and discussion
BanMe, Thu Feb 18 2010, 04:58PM

Nothing 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.
Re: supersoldier preliminary thoughts and discussion
|$|TheDamager, Thu Feb 18 2010, 05:24PM

or just have them destroyable like the one behind red
Re: supersoldier preliminary thoughts and discussion
momo, Thu Feb 18 2010, 06:38PM

I 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.
Re: supersoldier preliminary thoughts and discussion
BanMe, Thu Feb 18 2010, 09:19PM



Ban Me:
didnt put your suggestion in for it was not valid in super soldiers. Unless i misunderstood the suggestion.

DankRider
Add another room to Hotel Maintenence.
Re: supersoldier preliminary thoughts and discussion
CDaly, Sat Feb 20 2010, 12:10PM

Hey Ducky

I would love to be a beta tester again.

A few ideas to kick around, some perhaps impossible but figured I should throw them out anyhow.

-Moving car[s] or bus. You already have to look both ways before crossing the street to avoid getting your ass shot, having to look out for cars too would be fun. I forget which UT maps have moving vehicles offhand but it's been done, not sure it is still supported in latest UT.

-F1 to underground tunnel/sewer and combining slicky/slide area in it. Sewer can drain out to the river in the park. If you make an underground you can have a modest subway station, not as involved as ut4_subway by any means, and it can be connected to sewer. Don't make it too easy on the wusses that hide underground to avoid sniper fire, have some areas they need to crouch to crawl through or otherwise impede them.

-open up the garage again, partially at least but not so wide open that a flag carrier can hide in there forever.

-climbable areas besides those hidden ladders on red hq building. Those climb areas are too long and take forever so not used too often. I've seen maps with rope you can climb.

-shed on ponds can be the elevator maintenance area and access a cable (rope) to climb down onto top of elevator car which can have a small door. If a player does too much lateral movement they will loose grip on the rope and possibly lemming. I have seen working elevators in some maps. It would be cool to climb in one from the top and then go down to lobby or other floors. If you are on top of the elevator as it reaches it's zenith you get squished.

-ponds and doom should have some indoor areas. I liked how on an earlier Supersoldier releases doom's glass roof could be opened up with explosions. IIRC the lower area was a restaurant atmosphere. I do not know what the feedback was but it was probably too easy to snipe blue's roof with too much cover as they have it pretty tough as it is.
Re: supersoldier preliminary thoughts and discussion
zimzalabing, Sat Feb 20 2010, 12:48PM

.
Re: supersoldier preliminary thoughts and discussion
momo, Sun Feb 21 2010, 12:25AM


garage... just open the ramps leading up an down

zimzalabing



Like the old days. Sniping from the garage was fucking brutal.
Re: supersoldier preliminary thoughts and discussion
deleted-user, Sun Feb 21 2010, 02:41AM

]
Nothing 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.

BanMe[Um3
Hmm, I'm not sure I follow you exactly. Are there doors in the room at the way back of maintenance that don't open?

What about doing something creative with the second elevator shaft? Maybe make that an to entrance/exit to the roof from the second floor of hotel?

I also like CDaly's idea for an elevator shaft inside of Ponds. What'd be pretty slick is if you had to fall a ways down an empty elevator shaft to an elevator that's all herky, jerky, and sideways. I just don't know how to intermingle it with the rest of the game play. It'd be awesome if the elevator broke free at the drop of a well placed HK grenade, plummeting everyone inside to their death.
Re: supersoldier preliminary thoughts and discussion
FSK405|worm, Sun Feb 21 2010, 04:03AM



garage... just open the ramps leading up an down

zimzalabing



Like the old days. Sniping from the garage was fucking brutal.

momo

I think making the whole thing open (so you can crouch and access from the ledges perhaps, and also shoot into the building) would be a good thing. I would also like to see some pillars in there, just like a normal parking lot, which could be used for running for cover similar to exec room.

I don't know how far you are wanting to go with it wily, but there are loads of ideas that spring to mind, such as creating a dense graveyard with some large and some small tombstones for hide and seek. The empty southwest corner is crying out for some kind of structure etc etc
Re: supersoldier preliminary thoughts and discussion
Boogie Knight, Sun Feb 21 2010, 07:21AM

doc...the garage used to have all floors open and there were pillars as you describe. The problem was that the fc would frequently hide there and with all those pillars on all those floors it took forever to try to locate him.
Re: supersoldier preliminary thoughts and discussion
Gladi8r, Sun Feb 21 2010, 07:40AM

]
What about doing something creative with the second elevator shaft? Maybe make that an to entrance/exit to the roof from the second floor of hotel?

I also like CDaly's idea for an elevator shaft inside of Ponds. What'd be pretty slick is if you had to fall a ways down an empty elevator shaft to an elevator that's all herky, jerky, and sideways. I just don't know how to intermingle it with the rest of the game play. It'd be awesome if the elevator broke free at the drop of a well placed HK grenade, plummeting everyone inside to their death.

$.MrTinker[Um3

An elevator shaft thats really a 'secret portal' wormhole to another part of the map, perhaps ??
Re: supersoldier preliminary thoughts and discussion
BanMe, Sun Feb 21 2010, 11:18AM

Add moving vehicles to the highway. The highway seems odd empty, a few moving semi trucks and cars would look nice.
Re: supersoldier preliminary thoughts and discussion
FSK405|worm, Sun Feb 21 2010, 12:55PM

]
Add moving vehicles to the highway. The highway seems odd empty, a few moving semi trucks and cars would look nice.

BanMe[Um3

I think the lack of traffic adds to the eerie sensation of being in a deserted urban environment, the only people there are crazy bastards with guns that want to kill you and take your flag :)
Re: supersoldier preliminary thoughts and discussion
BanMe, Sun Feb 21 2010, 12:58PM


]
Add moving vehicles to the highway. The highway seems odd empty, a few moving semi trucks and cars would look nice.

BanMe[Um3

I think the lack of traffic adds to the eerie sensation of being in a deserted urban environment, the only people there are crazy bastards with guns that want to kill you and take your flag :)

dr.worm

Then maybe not moving trucks perhaps a few overturned/crashed ones?
Re: supersoldier preliminary thoughts and discussion
DeviL, Sun Feb 21 2010, 01:16PM

I would be happy if its possible to get on lamp on highway again with falling from red roof and sliding up to highway...
It was my favorite place ;)

DeviL
Re: supersoldier preliminary thoughts and discussion
deleted-user, Sun Feb 21 2010, 04:03PM

Hmm, jumping over to the highway from blue is pretty easy. Especially hitting the invisible arrow that shoots you down the highway toward red. How about another invisible arrow at the far right and opposite end of the highway that shoots you up toward red roof (or shoots you down a path to red roof)? Blue has the 5s cap and I'm thinking some play like that might even up the escape/cap routes for red. (Granted, red has the advantage of a million plus spawn camp points.)

As far as the spawn points are concerned, how about opening up the red brick on top of blue and moving most of the rooftop spawn points inside there? It could be like a penthouse suite. There might be a way to even up the sniping power between teams that way without adding too many resource drains. (Granted, I'm guessing...)
Re: supersoldier preliminary thoughts and discussion
DankRider, Sun Feb 21 2010, 04:25PM

-= Compiled Super Soldiers Notes =-

.: Map Overview :.
- ut_supersoldiers was an evolved version of superman with more buildings, terrain, and other features. Though Super Soldiers had some similarities to superman it played completely different. Kinda of like a novelty version of superman. ut_supersoldiers is unplayable in 4.1 due to missing textures and sounds.

.: Suggestion Overview :.
Boogie Knight: Cliff Notes
BKS.1 - Possibly add a tunnel.
BKS.2 - In addition to the tunnel idea: if possible: Make it so the tunnel is only available when a set numbers of players have joined. Possibly only open for those with certain weapons

DankRider:
DRS.1 - Add weapon and gear stations about the map. Maybe for only certain game types like CAH.
DRS.2 - Fun Stuff, Nothing too distracting just a simple superman logo on a players chest.
DRS.3 - Add pedestrions like in Metropolis.

Gladiator: Cliff Notes
GS.1 - Half Pipe or a fun slicky area. Maybe in a boot like room or underground.
GS.2 - Worm Holes. Something about a shaft and worm holes.

Ban Me: Cliff Notes
BM.1 - Add another room to Hotel Maintenance.
(Danks Note: Dont think the hotel maintenance exists i think it is open ground in supersoldiers. ?Me Forgets)
(-WDK edit- yes there was a suite in there, which I intend to bring back)


CDaly: Cliff Notes
CDS.1 - Moving car[s] or Bus. Have traffic/vehicles moving up and down the streets.

CDS.2 - Underground tunnels: Slick area maybe the sewer tunnels themselves, Make the underground playable moderating the congestion points.
(Danks addition: Maybe discourage players from spending too much time in the tunnels making them cold causing your player to shiver losing stamina. Slicky tunnel's with a few l33t jump combo's allowing to change your direction slithering and jumping into different tunnel systems. Some tunnel systems may pop you up a man hole cover launching you into the air higher the faster you go. )

CDS.3 - Open The garage trying to make it a bit more unappealing to camp the flag there.
(Danks Addition: Maybe make it really cold or smog so your player shivers and slowly loses stamina.)

CDS.4 - More Climbable areas.

CDS.5 Elevators: shed on ponds can be the elevator maintenance area and access a cable (rope) to climb down onto top of elevator car which can have a small door. If a player does too much lateral movement they will loose grip on the rope and possibly lemming. I have seen working elevators in some maps. It would be cool to climb in one from the top and then go down to lobby or other floors. If you are on top of the elevator as it reaches it's zenith you get squished.

Zimzalabing: Cliff Notes
ZS.1 - Garage... just open the ramps leading up an down. Possibly add the arrow between the ramps.

Devil: Cliff Notes
DS.1 - make the lamps soft landings.

.:Offerings:.
Gladiator:
GO.1 - Offer to help with any 2D graphic needs


-=Updated 2010 Feb 21 5:30est=-
-= PS. WilyDuck feel free to moderate and edit this post to keep it up to date, including your reply. =-
Re: supersoldier preliminary thoughts and discussion
FSK405|worm, Mon Feb 22 2010, 01:08AM

To elocute dvils suggestion, as I dont think it was fully understood....The south facing, south east "ramp" from Military HQ, when dropping in and sliding on it used to provide enough boost to propel you up onto one of the lampposts on highway. Hope that makes sense.
Re: supersoldier preliminary thoughts and discussion
deleted-user, Mon Feb 22 2010, 02:20AM


To elocute dvils suggestion, as I dont think it was fully understood....The south facing, south east "ramp" from Military HQ, when dropping in and sliding on it used to provide enough boost to propel you up onto one of the lampposts on highway. Hope that makes sense.

dr.worm
It does't anymore? I could SWEAR I've pulled that off in this release. Having said that, I'd be down for making those light posts safe landing spots. They're hard enough targets that just making them safe landings wouldn't make them insanely easy to get onto camp.

What about an arrow up to helipad from Krate Construction? That construction zone has many ways to get into but not many ways to get away from quickly. Adding a fly-away route might bring it more into the game. (This might be incorporated in some way with my previous highway escape idea. Have some kind of way to slide off the highway and head for the Krate arrow and off toward helipad then red.)
Re: supersoldier preliminary thoughts and discussion
Longi, Mon Feb 22 2010, 08:56AM

Drawing from supersoldier_alpha02 as a reference, a way inside doom would be cool, as would that penthouse in the hotel.

Opening up the ramps on the carpark.

Make the light posts on the highway climbable.

Buildings in buildsite A and Krate.

Maybe a way into ponds from the ground floor, and a way inside the pond skyway.

I'd love to be on the beta test team also. I missed out with b5 etc
Re: supersoldier preliminary thoughts and discussion
BanMe, Mon Feb 22 2010, 01:54PM

Make the roofs of the shorter two sections of pond playable or maybe even add in a top floor you can get to by elevator. Sort of like an exec room for pond with roof access by a ladder or stairs. Place some of those large AC units that buildings have on top of them as cover or a small shed type deal.

Add some hotel rooms to the hotel. Red tower gets the exec toom to snipe out of but blue has nothing to snipe out of with good cover. This would give blue a place to snipe on the front of red without having exec snipers picking them off.

One off the wall idea that sprung into my mind was two bases per side. Add a blue and red building in the back portions of the map ie construction or that area by the highway and river those areas that arent used very much. For times when their are not a lot of people on the server it could go back to the usaual one flag. When theres 20 people on it would help spread everyone out and campers would be easier to pick off.
Re: supersoldier preliminary thoughts and discussion
CDaly, Mon Feb 22 2010, 03:39PM

A simple suggestion/observation. Any urban construction zone tends to have an office trailer or two. Give one a trailer you can go into and snipe out from the window[s] and the other a crane you can climb and try to perch from, maybe have a soft landing spot or two for when coming off whichever roof (red or blue) it is near.
Re: supersoldier preliminary thoughts and discussion
Gladi8r, Mon Feb 22 2010, 05:21PM

ooooo...construction crane.... melikes :-)
Re: supersoldier preliminary thoughts and discussion
wily duck, Mon Feb 22 2010, 05:43PM


A simple suggestion/observation. Any urban construction zone tends to have an office trailer or two.

CDaly

]
ooooo...construction crane.... melikes :-)

Gladi8r[Um3

Keeping it simple. A fine example of how a little bit can go a long way. I'm digging the idea of a crane - we'll see what happens. Implementing a crane is big business.

Any concept artists in the house?
Re: supersoldier preliminary thoughts and discussion
CDaly, Tue Feb 23 2010, 09:25AM

Construction trailer would be easier, it should have vents (eg a window style air conditioning unit) you can lob grenades through like on red roof to punish snipe campers ;-)

Regarding Tink's penthouse suite suggestion, I had another idea pop into me head as I saw BanMe's jiggly icon... a penthouse apartment should be a seriously pimped out pad :) Bar, revolving bed, disco ball (in a UT map, name escapes me), mirror on ceiling (steal from ut4_dressingroom), cheesy sculptures and paintings, leopardskin seat/barstool covers etc

Re: supersoldier preliminary thoughts and discussion
CDaly, Tue Feb 23 2010, 09:51AM


Any concept artists in the house?

wily duck

Not me, I can write code though (linux/unix platform) if that can be of any assistance. In addition to beta testing others on this thread are offering assistance, let us know what sort of things you need.

So I was thinking of a crane like:

Crane2

but MTS2 Xrax 628352 Snapshot 00000001 34047799 might be more appropriate for superman/supersoldier

Found that one from sims mod which I doubt is of any use

http://www.modthesims.info/download.php?t=250355

There was a tower crane in UT3? map castle I think it was called but not seeing it on any map download sites. The map had a medieval castle but was otherwise a more modern European city with a crane which even revolved iirc. It was perfectly useless as you tend to get shot before you finished climbing up it. You could walk out on the revolving arm and drop in on some key snipe spots.
Re: supersoldier preliminary thoughts and discussion
Longi, Tue Feb 23 2010, 01:00PM

There's one on ut4_demolition that looks just like that.
Re: supersoldier preliminary thoughts and discussion
Tranc3r, Tue Feb 23 2010, 05:27PM

Could you have like cars going around which we can toggle back and forth? Also, a floating thing that flies around and we can sit on it just like the blimp in ut4_rumble!
Re: supersoldier preliminary thoughts and discussion
Littlefoot, Tue Feb 23 2010, 06:18PM


Also, a floating thing that flies around and we can sit on it just like the blimp in ut4_rumble!

Tranc3r

In the interest of the theme and all...Superman can fly, why would he need any other form of "flying" transportation?
Re: supersoldier preliminary thoughts and discussion
Boogie Knight, Tue Feb 23 2010, 08:32PM

A very week beginning. I have no idea about scale (fitting in to rest of map). This was a lousy rust texture that I made. Like I said, just a start. Probably won't be posting any more pics here. Waiting to get to that secret SuperSoldier forum somewhere where we can work together.
This is only about the bottom 2/3. Hope to have an operator room and maybe where the massive weights usually go can be converted into a room for sniping.
Re: supersoldier preliminary thoughts and discussion
Gladi8r, Tue Feb 23 2010, 09:40PM

Crane base looks good Boogie. You were activated yesterday. Maybe you didnt log in...?
Re: supersoldier preliminary thoughts and discussion
Tranc3r, Wed Feb 24 2010, 12:35AM



Also, a floating thing that flies around and we can sit on it just like the blimp in ut4_rumble!

Tranc3r

In the interest of the theme and all...Superman can fly, why would he need any other form of "flying" transportation?

Littlefoot


I guess you got me there.
Re: supersoldier preliminary thoughts and discussion
|$|TheDamager, Wed Feb 24 2010, 05:16AM

Surely our superman has non super enemies? What about a Flying machine for them?
Re: supersoldier preliminary thoughts and discussion
zimzalabing, Wed Feb 24 2010, 04:37PM

.
Re: supersoldier preliminary thoughts and discussion
deleted-user, Wed Feb 24 2010, 04:51PM


Surely our superman has non super enemies? What about a Flying machine for them?

|$|TheDamager
haha aka EVERY sniper who camps on doom?

I like the idea, though. Might be a cool platform for some jumps, if done right.
Re: supersoldier preliminary thoughts and discussion
CDaly, Wed Feb 24 2010, 06:30PM

]


Surely our superman has non super enemies? What about a Flying machine for them?

|$|TheDamager
I like the idea, though. Might be a cool platform for some jumps, if done right.

$.MrTinker[Um3

Ooh, how about a couple arrows suspended in the air in key spots? Maybe even make them completely transparent so you can only get your bearings from building and ground. Those midair boosts/redirections could lead to some crazy jumps.

Superman doesn't lemming.

Regarding toggle for cars Tracer suggested, youlc could make it one of those crosswalk signal buttons :)
Re: supersoldier preliminary thoughts and discussion
momo, Tue Mar 02 2010, 02:17AM

I'm now registered on the "other" site. Sorry for being ate.
Re: supersoldier preliminary thoughts and discussion
jaker, Thu Mar 11 2010, 03:17PM

im sorry, did I get this right?

the map won't have any significant changes from 4.1 to 4.2, just basic debugging or something?

so in 4.3, it might have some different placements more rooms in hotel, enterable lobby in doom building, but basically super soldier is just going to have internal changes made that aren't anything special?

think I got it, sorry for all the input in the other thread, didn't know this part

when does 4.2 come out?
Re: supersoldier preliminary thoughts and discussion
Boogie Knight, Sat Mar 13 2010, 06:46AM

jaker...you couldn't be more wrong
Wait til you see the topless donut shop
Re: supersoldier preliminary thoughts and discussion
|$|Son, Sat Mar 13 2010, 08:05AM

and the sexy car wash in parking lot :)
Re: supersoldier preliminary thoughts and discussion
wily duck, Fri Mar 19 2010, 02:05AM

SHHHHHH dammit cats out of the bag now.

And how dare you speaketh foul incantations of a four point three - what blasphemy is this??? Burn the witch!
Re: supersoldier preliminary thoughts and discussion
deleted-user, Fri Mar 19 2010, 04:08AM


how dare you speaketh foul incantations of a four point three - what blasphemy is this??? Burn the witch!

wily duck
lol This whole "when is 4.2 going to be out" question has reached critical mass. I think we could sell some shirts with that question on it at this point.

(Bonus points if we make banned asshats purchase 10 shirts to get unbanned temporarily.)
Re: supersoldier preliminary thoughts and discussion
creeper, Fri Mar 19 2010, 01:35PM

I'm still waiting for my "RULE-8 RULES!" t-shirt.
Re: supersoldier preliminary thoughts and discussion
BanMe, Fri Mar 19 2010, 03:11PM

I'd be the first to buy a "!S Rule 9" t-shirt lol.