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Re: Combat Jumps

Posted: Sun May 13, 2012 9:49 am
by leighrex
I have a few ideas for a combat jumps like map, I'll work on it when I finish playing around with the map I'm working on now.

Re: Combat Jumps

Posted: Sun May 13, 2012 10:17 am
by DagF
Right, my server is up running the map with knife only and one round tdm one ctf.
Ip: dagfro.de

I somehow managed to chrash my server by opening the mapcycle file ;)
It's restarted now and download should slo work :)

We would love to hear any inputs on the map.
I will be home tonight and ready to work on the map from tomorrow :D

Re: Combat Jumps

Posted: Tue May 15, 2012 3:13 am
by RageQuit
It looks great. Unfortunately none of the guns have ammo. The ammo system is weird as hell, while I was trying to make my training map I would place a gun, and if I got it to give ammo (which took some guess work) after so many times picking it up it would stop giving ammo. I never got around to it, but peeking inside the skeetshoot map may lead to some clues, they seem to have it figured out.

This is all assuming that the weapons are not intentionally left without ammo since it is still in test stages...tried to upload a demo, but it said the extension is not allowed -_-

Re: Combat Jumps

Posted: Tue May 15, 2012 5:02 am
by KroniK
you have to sit and wait in the weapons rooms for about 10 seconds to get ammo.

This needs to be more clear and I will find a way to fix this... but that is how it works for now

Re: Combat Jumps

Posted: Tue May 15, 2012 9:37 am
by DagF
What i think we will do is drop the room and just make a oneway cushion kind of thing.
Its what i think of at leest.

You enter it(weapond models on the floor). get pusshed trough it and on the way triggers so you get the weapond the ammo.
This way you cant cam to get loads of amo and it will make it much faster.
If you get something you dont want then just drop it.
we could proberly do one weapond were everyone gos trough and one armor where you can decide not to get anything or all.

We could proberly do one for each weapond if we would like that aswell.


Edit:
an image to make it a bit clearer what i was thinking.
Ill build one and see how it works ;)

look at my amazing drwaing skills
look at my amazing drwaing skills

Re: Combat Jumps

Posted: Wed May 16, 2012 7:53 am
by KroniK
ok here are my thoughts:

I dont like your idea... and here is why:

1) not a way to pick up the exact weapon you want
2) not a way to pick up multiple weapons
3) not a way to pick up a weapon and then keep jumping

Counter idea:

Put an ammo dispenser using your trigger push method at the exit teleport AND add one above the teleport brush on the floors of the jump. That way you will start out with ammo as soon as you enter the arena. Then leave the weapons rooms as they are.

Then we can place some ammo containers around the arena for reloading (if necessary)

Re: Combat Jumps

Posted: Wed May 16, 2012 7:58 am
by DagF
I have been thinking about those 3 things and i know how to fix it.
But i whont as i find your idea much simpler.
Simpler is moust of the time better.
Also i think that gives a better frag moment to the game.

I think by just adding jumps to the name stopped things a loot :(
The k_arena map played well. now i havent many players on the server :/
I was thinking maybe release an updated verson as k_arena alpha 2 or something and make it say next update of the map will be named combatjumps beta 2 or something like that.