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proxymap

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Feb 21st, 2018
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  1. ehe HI man, thanks for replying! I will try to clarify your points:
  2. - Spawn points: I'm not sure, I will investigate spectator cameras further.
  3. - The cage: Yes, players are supposed to be trapped (boring for them to wait in a solid room, but hey, you can tab out to OS...). The map is designed for 1on1 in mind, where the first player wait in the cage, and as soon as the second player joins, the gate _can_ be opened by the players by standing on each trigger simultaneously.
  4. I never really planned for the map to support 2on2, 4on4 or other maps. If we want another version with other map choices it'll have to be a new bsp. Maybe with versioning, or smart naming. Like "proxy_tb5" and "proxy_td10" or such.
  5. Ignoring 2on2 seem quite stupid at second thought. But then all this triggering to open the gate gets out of hand. Simplest solution would be to make the cage openable anytime, by anyone. But then, I break from my original concept. Let me tell you about the original idea:
  6. On LAN it's often quite much idle time before games. This map would be a nice place to hang for the casters while they wait. They (spectatator 1) jump into the designated server (where this map is default) and gets a scenic view right after connecting. No need to click to follow a player. Or move around the map to find a nice birds-eye view. So they can just keep on talking about whatever they feel like. In the far center of the screen, a "billboard" (huge sign?) shows the text "Waiting for players...". This tells us quite much. The casters can go for a toilet break or whatever - viewers joining the stream understands this is an intermission phase. If one of the two players have already connected, he can be partly seen through the gate bars. jumping around inside the cage. As soon as a second player connects, and they agree to trigger the gate, it will open. This makes them come out at the same time, which makes it a bit interesting to see how they walk/run/rocketjump down to the area of map selection. Maybe one of them choose to start trick jumping on the many ledges, and the other one starts whining on him to get on with it? That can be an interesting spectacle in itself, just to see how they behave.
  7. (On that note, is it possible to disable firing of weapons during prewar on this map alone?)
  8. Now, if we go the other path - letting the cage be openable at any time. We lose the structured "exiting the cage hand in hand" and "walking down the isle" simultaneously. We would have random trickjumping around the map. The first (and lonely) player can also use map teleporters to vote for a map. Complicating the decision for the second player, once he joins, because he wouldn't know the vote of the former. (I guess I could light up the area around a selected teleporter - this could be nice).
  9.  
  10. So, I need to make a decision on what path to go. Closed or open cage. What's your opinion on this? I'm listening.
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  12. By the way, million thanks man. I got all warm inside when you wrote "add an attribute to the trigger, "ktx_votemap" with the name of the map as the value." <3 :)
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