1st off, i don't have a clue if this is possible, but in theory it should be...
In unlimiter you can set the size of the map. Instead of making the map bigger, i'm thinking of making them smaller, splitting the field in 3 (A: 8/32 x32, Center: 16/32 x32, B: 8/32 x32). Then name the fields RBTeamA_ RBCenter_ and RBTeamB_ with a predefined spawn zone on both the Team maps and a predefined amount of captures on all 3.
Then on mapchange the server will pick 1 type from all 3 groups by checking the mood (day/night etc) and load them on the grid. Due to the fact mountains can't be built on borders of the map, the seam will always be floorlevel.
Currently the only problem i can think of is the pre-calced shadows not making it look like a solid environment as they are done with 3 separate suns ^^ Which can easily be worked out by actually addin 2 suns and make the environment theming some distant planet..
SM Title idea: Random battlefield (split maps)
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- BLiNNeMaNS
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Re: SM Title idea: Random battlefield (split maps)
i don't really get the point of it o.O
why don't you just build three different maps?
are the teams supposed to switch between the separate parts? what's the game mode you want to play on these maps?
and i don't think it will ever be possible to set different moods and suns for different parts of a single map nor that it's necessary
why don't you just build three different maps?
are the teams supposed to switch between the separate parts? what's the game mode you want to play on these maps?
and i don't think it will ever be possible to set different moods and suns for different parts of a single map nor that it's necessary
- BLiNNeMaNS
- Posts: 422
- Joined: 04 Jul 2011, 22:24
- Contact:
Re: SM Title idea: Random battlefield (split maps)
hehe actually you misunderstood about the moods/suns:
Server launches, selects a random mood
based on the mood it selects 3 parts so tiles match the lightscheme
the different suns in fact only is a visual (skyline) to prevent ppl from wondering why the shadows don't match the sun.
(as shadows on all seperate parts are precalced from a single lightsource)
What it's for is quite simple:
a) starting titles can have multiple challenging environments without the need of a huge mapbuilder community
b) all builders have their own speciality. some are great at starts, others at chokepoints/strategic placement. with this you can have best of both worlds.
you can also bind the A & B to a predefined setup and only have the center piece be random.
This will add to the strategic planning in tournaments, but still adds an element of surprise in the center area
Gamemode doesn't matter, but has to be teambased to take best use of the splitup.
It's not meant as a gametype on its own, the final goal of the enemy should be on the opposite's side. this allows for interchangeable midsections of various titles if the rules/goalvariables are written properly
Server launches, selects a random mood
based on the mood it selects 3 parts so tiles match the lightscheme
the different suns in fact only is a visual (skyline) to prevent ppl from wondering why the shadows don't match the sun.
(as shadows on all seperate parts are precalced from a single lightsource)
What it's for is quite simple:
a) starting titles can have multiple challenging environments without the need of a huge mapbuilder community
b) all builders have their own speciality. some are great at starts, others at chokepoints/strategic placement. with this you can have best of both worlds.
you can also bind the A & B to a predefined setup and only have the center piece be random.
This will add to the strategic planning in tournaments, but still adds an element of surprise in the center area
Gamemode doesn't matter, but has to be teambased to take best use of the splitup.
It's not meant as a gametype on its own, the final goal of the enemy should be on the opposite's side. this allows for interchangeable midsections of various titles if the rules/goalvariables are written properly
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