Teleporters could add a lot.

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whynotsimple
Posts: 55
Joined: 17 Jul 2012, 16:20

Teleporters could add a lot.

Post by whynotsimple »

I would like to suggest that teleporters are added to the the blocks.

Or is there already one made with Maniascript or so? I didn't find any when I looked through the forum.

It wouldn't be that hard to implement. When you touch a teleporter your rotation and momentum is kept but your position is updated to the corresponfding teleporter block. If you appear inside another player the other player is "telefragged".

I am not going through all the tactics it could add to Shootmania and the existing gametypes. All I say befaore I have had enough coffee and are able to write more is that basically any fast paced shooter has them and they add a lot of fun to them.

BTW: The game has improved a lot since the last update. Ty Nadeo. :)
kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: Teleporters could add a lot.

Post by kalstrams »

Nice idea, +1 from me.
whynotsimple
Posts: 55
Joined: 17 Jul 2012, 16:20

Re: Teleporters could add a lot.

Post by whynotsimple »

It would also be possible to remake and/or remix many more maps from Quake and UT, their successors and alike.
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Omnixor
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Re: Teleporters could add a lot.

Post by Omnixor »

remakes, remakes everywhere... -.-
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kalstrams
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Joined: 06 Jul 2012, 22:56

Re: Teleporters could add a lot.

Post by kalstrams »

To remake Q/UT maps is essentially wrong, because movement and the gameplay is not the same in those games. Also, there is no point to play ShootMania on Quake maps, if we can play Quake on Quake maps. Am I wrong ?
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Omnixor
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Re: Teleporters could add a lot.

Post by Omnixor »

you're right, that's what I meant. and, of course, remaked maps won't be perfectly balanced.
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whynotsimple
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Joined: 17 Jul 2012, 16:20

Re: Teleporters could add a lot.

Post by whynotsimple »

That's why I said "also". "Also" in tis context means "among other things". Just saying.

And then of course they would play different. Only idiots would think that it is to recreate similar gameplay.That doesn't change the undisputed fact that a lot of classic maps have a great flow and connectivity (that's why they became classics) and work perfectly fine in a lot of different games (alot of Quake maps work fine in UT2004 or other fast paced shooters for example).

Ramkes can be made to carry over the great flow and connectivity ... something that 99.5% custom maps out there totally lack currently* (and I know what I am talking about, I make a living asprogrammer and level-designer in the gaming industry).


*) the signal to noise ratio is very bad for a game where everybody can create noise with a few mouseclicks and only very few have the talent and knowledge to signals worth listening to.
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