Suggestions, ideas and thoughts

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roppa
Posts: 47
Joined: 11 Nov 2012, 21:55

Suggestions, ideas and thoughts

Post by roppa »

Hi, some suggestions

# Castleblock: Heavily tilted castleblock:
If player is needed to get higher, using normal tilted castleblocks takes quite much space, making long walks too.
With heavy tilted block, one block could get player 3 or 5 blocks high. So instead of 10 normal tilted ones, only 2 or 3 is needed. Leaves more room for other stuff and no long walks, also gives faster access to get different heights
Could have surface grip to keep player attached and have quite much tilt.

# Fast block:
* Blocksurface that has 2-3 times fast normal walking speed and faster with stamina.
- Many times stamina gets very low in maps and the good flow is lost at places. It feels like the map would need "a push" to get back going. Almost like in TM maps you need boost in spots to have the flow back. But boost pad would only push player for one direction like jump pad, so the player dont have so much control in the air. Fast block could give more freedom to walk different directions fastly and have control, stop and strafe if needed, could be combined as idea for spots too.
- Could be square type block, so can connect those and have space to strafe and have fighting space.
The player caracter could have lightwave effect that comes behind when moving fast, picture:
http://t2.gstatic.com/images?q=tbn:ANd9 ... eApyvMzoh5

# Strong light:
Block that can light up bigger areas and has wide spreading light.
- To lighten night mood, there has to be many lots of little lights placed all around to have evenly spread light. Big bright light could be very simple & clean way to light bigger areas, it could light ~8 x 8 areas and can be placed high enough to not distract and still give good light.
http://img.weiku.com/waterpicture/2011/ ... 2098_1.jpg
http://www.impactlab.com/wp-content/upl ... -light.jpg
http://t0.gstatic.com/images?q=tbn:ANd9 ... 2kSblVg_bQ

# Possibility to terraform lower levels to grass level

# Poles more higher:
Right now pole stem is measured as block, so poles cant be placed to maximum height, I guess its ~13 blocks high block, so it has to be placed 13 blocks below. This sometimes limits some ideas, would be nice to put it to maximum height.

# About sand block:
I posted about sand, but i forgot to mention that what i ment was not block but sand terraforming, like grass and water are now. So bigger sand surfaces could be made
Many times using grass seems to cut the flow and walking gets heavy at certain points if theres lots of grass. Would be great to keep grass level but still walk faster and use transition to grass+sand when needed. Could be good for outlook too.

# Castle floaters:
Now when there are floating powerjump blocks and floating is no problem. Normal castle floating blocks would be great to have there too, so when building floating areas, dont have to have bouncing rockets etc effects on every wall or floor that is build high.

# Sign:
Signs would be nice.
Example suggestion: wooden arrow:
http://image.shutterstock.com/display_p ... 927705.jpg

# Roof block with very minimum performance cost:
Roof block that has very low effect on framerate, no matter how much placed. So dont have to worry about it and can cover bigger inside halls. And designed to be used as roof and look like. Could have also variation block that has rooflight.

# Bunkers & castle blocks:
Bunkers that can be placed on top of castle floor blocks.

# Design, atmosphere blocks:

For castle block floors, theres not so many design blocks. Could be nice to have some design blocks for castle floor. Like trees and rocks are for grass surface, that are mainly used just for the outlooks, or to set places into.
Like some random design stuff:
http://cache.foxsaver.com/thumbnails/20 ... 34777l.jpg

----------------------------------------------------------

# -> Nothing too important, just suggestions & thoughts & ideas -list:

# Different coloured lights:
Light blocks spectrum could be changed with paint tool.
Like now pillared lights have yellowish hue and ground lights have white clear light, but with paint tool the colour could be choosed from list and have for example 5 different spectrum colours.
So could build for example purple coloured spot somewhere, etc..

# GPS:
Circle GPS at lower corner of screen, like the GPS is in grand theft auto.
Could work very well and be helpful for locating objects or poles, or check route where to go. Poles could look like coloured dots in GPS. Would make more clear to find ways in higher walled places, or checkout the action around where to head at.
http://lscnr2.netne.net/web_images/deatailed_radar.jpg

# Swimming:
Just a thought:
Almost always when dropping to water it means trap or works against player. Its quite slow to swim to nearest ground and water dont have much use in most plays.
If swimming could be made faster, to the point it feels great to swim and player wants to jump into water, it could give another idea for the gameplay, not being a trap but usable way to go places.

# Archways / Doorways:
Currently there are 2 doorways: thin archway entrances and castle square block arch, could be nice to have 1 more door entrance. Even simple square entrance like this could be good:
http://images.fineartamerica.com/images ... -spitz.jpg
http://imgc.allpostersimages.com/images ... s-peru.jpg

# 5th mood?:
My suggestion would be: Evening mood:
- dark, normal coloured mood, Thunderstorms, foggy mood.
- Thunderstorm sounds in background,
- Lightnings strikes rarely to some randomized spots in background: http://www.volcanodiscovery.com/fileadm ... _fulle.jpg
- When the lightning flashes it could give visible light bump effect to surfaces like in movies.

- Other look, blueish mellow evening:
http://www.1280x800.net/images/201206/1 ... t_6774.jpg

# "Expanded editor" mode:
Can set from menu:
- Loose blockmix on/off option. Not still full blockmix but blocks could be placed more freely in that mode.
- Map size can be changed bigger, from 50x50 to 70x70, and max height can set more higher.
- Can choose tighter grid spacing on/off
- + More options that gives more freedom

# Powerjumpwalls stacked look:
When building bigger areas with powerjump walls, it gets very stacked look.
Just a suggestion would be to make those walls look solid walls when stacked on top of each other.

# Editor inside scripting:
Just a idea.. Could write small "script" or set actions into the map in the map editor. For example like the killzone wall system is in jailbreak, or other simple actions. And the script is inside the gbx file.
Very simplfied "scripting", something that is for everybody and not just for coders. Like simple in editor graphical panel, where can link and connect actions and objects and set values.
Simple but detailed like this:
http://www.ap-i.net/skychart/_media/en/ ... .jpg?w=400

# All basic customisation could be made ingame:
When you add avatar or horn or crosshair, it feels very manual and oldschool to go through dir's to move pics into specific directorys, and you have to know how to do it before it works. I can imagine how much trouble some might go through to find the right way to add for example crosshair. If every basic customization could be made ingame it would be very simple and much more clear for everybody. Like when you want to add avatar, just open avatar list and click "add" and choose picture from harddrive and it copies the file to the avatar dir and is ready to use straight up. And same with crosshairs and horns etc basic customsations.

# Basic 3D shaper:
(This is just something i thought when i first heard block importing feature back then)
Basic 3D shaper: Could shape or make basic 3D objects in the ingame editor, and import block into map. For example shape castle block looking to high or low tilt position, or shape ramped castle block, or diagonal wall or other basic shapes.
When the 3D shaper would be in the editor, for everybody to use and simple to understand, it would be more equal for everybody than doing it outisde the game and only few can make those. Ofcourse pro blocks could be made better with other program, but ingame basic shaper could still be good compromize that everybody can use.

# Ingame teamspeak:
Teamspeak that is included ingame.
Teamspeak channel (if admin has allowed it), that is public for every player to join who are in the server. Players can simply set it on/off from ingame menu. Very simple to join and leave, just 1 click to set it on from menu and no hassle or configurations or ip's.
Own "channel" option for it could be good too. So you can select to hear only your own team, or set players who you want to hear. So if want to chat with friends only, you can select their nicknames by checkbox and others get ignored.
Or if someone spams the teamspeak, you can checkbox ignore for the login name.
I dont know would it take too much bandwith or some other things, but in team gamemodes this could be very good as everybody has ready made option to join and in very simple way.

# About making modes:
This is just thoughts and not problem. But if i (and many others) want to make game mode, its impossible (literally). You have to be coder to make it, and even then it can be tricky. There are lots of people who could make great modes, but they just cant make it. Some might want only to have tweaked melee game with friends, but cant make it. Its still available for everybody to do, and included with the game, but only few can make them.
Ofcourse its understandable that not everybody can do if it set that way, but just a thought
Suggestion: I dont know would it be too much work for the benefit it could give, but a "gamemode maker" that is simplified with graphical panel. With panel could make up own modes from beginning, and theres special features and script parts that can be inserted to mode. Many tweaking, action, linking etc possibilities as can but made for everybody to understand it.

# Sunset mood:
In sunset mood the red players are sometimes hard to detect, they blend too much into the reddish background.

# For big signs, more pics:
For big signs, there are only few stock pictures you can use on them. I assume they are quite easy to add and make for the game (?) Would be good to have good amount to choose from, not maybe like new SM logos only, but some SM related pictures or texts or arrows and other direction giving information.
Another suggestion for same subject would be: Mapper can load picture straight into the map, and its inside the gbx file. No need for URLS etc hassle and broken URLs. Just load the picture to the paint tools menu, and add them to signs. Maybe some limitations so the map size cant get too big. Like you can load 3-5 pictures per map and jpg size restriction. And other compression used when its saved inside gbx file.

# Gun:
Expander gun, that expands hitted player double of its size sideways for 5sec. Easier to hit but still can survive. (Or expander block: block surface that expands player who walks on it)

# Just idea: Metallic/wooden wall that gets holes when shot:
When player shoots it, small holes appear and when shooted big enough hole players can jump and go through

# For water, tunnel block.
Tunnel that goes inside water. Tunnel has clear walls and shows water around, some bubbles bubbling around.

http://pcdn.500px.net/17347401/15be1fc6 ... 9b03/3.jpg
http://farm4.staticflickr.com/3591/3465 ... 129b96.jpg

Transition to underwater tunnel, couldnt find better picture:
http://www.blogcdn.com/www.gadling.com/ ... elroad.jpg
Could work in tm2 too ;)
http://people.ucsc.edu/~ioconnel/images ... Assignment
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dreammyw0w
Posts: 690
Joined: 04 Jan 2013, 17:34
Location: Antwerp

Re: Suggestions, ideas and thoughts

Post by dreammyw0w »

Those water tunnels would be VERY COOL!

diff colored lighting = no ty.

signs should be on the wall itself! Like a graffiti spray. Not an arrow-pole somewhere on the ground.

Castlefloaters would make sense yes.


Too much to comment on :o *system overload*
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Suggestions, ideas and thoughts

Post by Fix »

Nice post. :thumbsup:
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: Suggestions, ideas and thoughts

Post by TitiShu »

roppa wrote: # Poles more higher:
Right now pole stem is measured as block, so poles cant be placed to maximum height, I guess its ~13 blocks high block, so it has to be placed 13 blocks below. This sometimes limits some ideas, would be nice to put it to maximum height.
Very Important for me... It's currently impossible to place some high blocks in a mountain.... like Pole, Column and Trees because they reach the top of the map... but the bases of blocks is under the top
_______________________________________________________________

# Sign:
Signs would be nice.
Example suggestion: wooden arrow:
http://image.shutterstock.com/display_p ... 927705.jpg

# Roof block with very minimum performance cost:
Roof block that has very low effect on framerate, no matter how much placed. So dont have to worry about it and can cover bigger inside halls. And designed to be used as roof and look like. Could have also variation block that has rooflight.

# 5th mood?:
My suggestion would be: Evening mood:
- dark, normal coloured mood, Thunderstorms, foggy mood.
- Thunderstorm sounds in background,
- Lightnings strikes rarely to some randomized spots in background: http://www.volcanodiscovery.com/fileadm ... _fulle.jpg
- When the lightning flashes it could give visible light bump effect to surfaces like in movies.

- Other look, blueish mellow evening:
http://www.1280x800.net/images/201206/1 ... t_6774.jpg

I'm Working on these different points : I'm making :
- some signs custom blocks kit
- a small mod just with new mood (no new texture) just to make an other atmosphere


____________________________________


# About making modes:
This is just thoughts and not problem. But if i (and many others) want to make game mode, its impossible (literally). You have to be coder to make it, and even then it can be tricky. There are lots of people who could make great modes, but they just cant make it. Some might want only to have tweaked melee game with friends, but cant make it. Its still available for everybody to do, and included with the game, but only few can make them.
Ofcourse its understandable that not everybody can do if it set that way, but just a thought
Suggestion: I dont know would it be too much work for the benefit it could give, but a "gamemode maker" that is simplified with graphical panel. With panel could make up own modes from beginning, and theres special features and script parts that can be inserted to mode. Many tweaking, action, linking etc possibilities as can but made for everybody to understand it.


I'm working on a gamemode where the mappers would be able to set a lot settings ("Mission" gamemode) we can choose more than 7 different mission like (capture pole, place bomb, escort bot, eliminate a boss bot, bring key to a pole, collect item etc...) and we can mix these different mission.... to make some Assault map (like Wolfenstein Enemy Territory or Brink) or just simple mission map like sabotage, extraction etc... just in one gamemode/title... also with a switch on/off for bonus (like some kamikaze toads are coming to help the last players(Monkey Assistant of TimeSplitters)) and money/xp.... But this gamemode will not be here before a couple of month (except if someone would help me)

But I agree, an GameMode Maker would be great (and possible) in TimeSplitters there is already a script maker in the mapmaker... it's very powerfull and simple to use... no need to be more powerfull than script, but a good way to make some good/simple gamemode
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roppa
Posts: 47
Joined: 11 Nov 2012, 21:55

Re: Suggestions, ideas and thoughts

Post by roppa »

dreammyw0w:
"diff colored lighting = no ty."

Why not ;D Think about making roofs with floaters and make darker place, then could have different coloured rooms and make more atmosphere to distinct from each other.

http://www.erco.com/projects/simula/sit ... m-1-41.jpg
http://www.erco.com/projects/simula/mul ... m-1-31.jpg

-

Fix:
Thanks :)

-

TitiShu, that mode maker sounds cool, gotta check it out. With current scripting language its nearly impossible to make modes, i guess thats why theres only 1 mode for ~2months. and even then its limited for that persons personal views what he wants to put into there. So 5 guys basically determines what people plays.
i think lots of more better modes could be made if imagination is the only limit and not the knowledge of scripting language.
About pole stem as block height, Ive also had problems many times with too restricted height for poles. i guess its easily fixed and very useful, i hope it gets "fixed"

-

Overall, i hope some of these ideas inspirates nadeo, if not for current Storm but for upcoming environments, i had that list written up in txt file for 1+ months on harddrive, editing and adding stuff back and forth, littlebit late post but hopefully useful :)
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dreammyw0w
Posts: 690
Joined: 04 Jan 2013, 17:34
Location: Antwerp

Re: Suggestions, ideas and thoughts

Post by dreammyw0w »

because , players have colors too and i dont want them to blend in with the background :)
crado
Posts: 144
Joined: 14 Sep 2011, 22:32

Re: Suggestions, ideas and thoughts

Post by crado »

Great lot of suggestions

Tunnels ! :thx:
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: Suggestions, ideas and thoughts

Post by TitiShu »

roppa wrote:dreammyw0w:
"diff colored lighting = no ty."

Why not ;D Think about making roofs with floaters and make darker place, then could have different coloured rooms and make more atmosphere to distinct from each other.

http://www.erco.com/projects/simula/sit ... m-1-41.jpg
http://www.erco.com/projects/simula/mul ... m-1-31.jpg

It partially possible with BallLight in Dynamic Object

Image
Image
Image
Image

But Only works with High Quality game (High PC) and it's not real light, but an Omni without shadow (Dynamic Light)

Can see here the problem of Dynamic Lights
Image

the lights are compute with the angle betwen the texture and the light.... there are no shadow (on the screen the lights are in the box, and we can see the colors trought the walls)



It's maybe possible if we add these BallLight on StaticObject but i'm in doubt


Pleass Nadeo make the Dynamic Light Works with low PC, to make some Torch for some night mode
Last edited by TitiShu on 23 May 2013, 12:05, edited 1 time in total.
OS:Windows 8.1 x64
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RAM: 2x4Go G.Skill Ares
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-Zenit-
Posts: 295
Joined: 15 Jun 2010, 12:03

Re: Suggestions, ideas and thoughts

Post by -Zenit- »

I would like to add this here:

256³ Maps for everyone + Unlimited Blockmix (that inclused watermix and terramix without a programm)
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