[Q] Gasworks AGHL

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Hi - A simple yet complex question for you lot

I am working on the teleporters (has some nice things going as well)

I was wondering
In the old map you have two teleporters with fixed destinations
I could do random destinations instead or would this ruin gameplay for this
map?

I have one combinestyle teleporter working (nice but a bit simple 😛 )
Atm it shoulds down immidiately when a player goes through and then spins
and is ready after ~10 seconds
Should I extent this period where the teleporter is active?

On a sidenote: It is quite when the teleporter is active or not
two point_spotlights and a env_beam as well as sound indicates it's active
When inactive I have two env_sparks running "random" and amb_generic with a
spinup sound

After this I will look into getting a rebellike teleporter up and running 😛

tia/Peter

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Archived from groups: alt.games.half-life (More info?)

Peter Lykkegaard proclaimed...

> I was wondering
> In the old map you have two teleporters with fixed destinations
> I could do random destinations instead or would this ruin gameplay for this
> map?

Personally, I thought it should be left at set. I think DM involves a
little luck what with no running into one person after another etc but
if your 'HEV collection run' was in some way randomized it would make
the game playble. In my opinion. You could always build two versions.
When the map is running we could playtest both.

> I have one combinestyle teleporter working (nice but a bit simple 😛 )
> Atm it shoulds down immidiately when a player goes through and then spins
> and is ready after ~10 seconds
> Should I extent this period where the teleporter is active?

Standing still in DM is an occupational hazard. It might go unused :)

> On a sidenote: It is quite when the teleporter is active or not
> two point_spotlights and a env_beam as well as sound indicates it's active
> When inactive I have two env_sparks running "random" and amb_generic with a
> spinup sound

Any sound in DM = come kill me :)

Just my 2p

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Archived from groups: alt.games.half-life (More info?)

"Strider" wrote

>> I was wondering
>> In the old map you have two teleporters with fixed destinations
>> I could do random destinations instead or would this ruin gameplay for
>> this
>> map?
>
> Personally, I thought it should be left at set. I think DM involves a
> little luck what with no running into one person after another etc but
> if your 'HEV collection run' was in some way randomized it would make
> the game playble. In my opinion. You could always build two versions.
> When the map is running we could playtest both.
>
Ok :)

>> I have one combinestyle teleporter working (nice but a bit simple 😛 )
>> Atm it shoulds down immidiately when a player goes through and then spins
>> and is ready after ~10 seconds
>> Should I extent this period where the teleporter is active?
>
> Standing still in DM is an occupational hazard. It might go unused :)
>
It's to aviod spawn killing if the player stand still at the destination
Should have been "Should I extent this period where the teleporter is
INactive?"

>> On a sidenote: It is quite when the teleporter is active or not
>> two point_spotlights and a env_beam as well as sound indicates it's
>> active
>> When inactive I have two env_sparks running "random" and amb_generic with
>> a
>> spinup sound
>
> Any sound in DM = come kill me :)
>
Ok, imho the teleporter is a bit powerfull that's why I had this in mind

Maybe just leave the sound at the origin?
We can test it and then we'll see 🙂

- Peter
 
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Peter Lykkegaard proclaimed...

> We can test it and then we'll see 🙂

Yup.

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In article <MPG.1c754d771107a3cf98ac0e@news-text.blueyonder.co.uk>,
Strider <email.given@thepoint.youasknice> wrote:


>
> Any sound in DM = come kill me :)


Unless it's "think you're coming to kill an unsuspecting sound-maker?
You've fallen into my trap: eat shotgun death, overconfident scum!"

We've all done it with that recharge point in bootcamp, after all....

:)

___
Neil
AKA HighVis
 
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"Neil Jones" wrote
>
> Unless it's "think you're coming to kill an unsuspecting sound-maker?
> You've fallen into my trap: eat shotgun death, overconfident scum!"
>
> We've all done it with that recharge point in bootcamp, after all....
>
Uhu haven't thought about it in that way

Teleport with a light'n'bang to get attention and be very prepared to
deliver death an anger
Maybe doing a little resupply before teleporting?

Auchhh!

- Peter
 
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Peter Lykkegaard wrote:
> Hi - A simple yet complex question for you lot
>
> I am working on the teleporters (has some nice things going as well)
>
> I was wondering
> In the old map you have two teleporters with fixed destinations
> I could do random destinations instead or would this ruin gameplay for this
> map?

Don't do random. Part of the fun of DM is the chase, if someone hops
into the teleporter and you follow him and you both end up in different
places, chase over. A chase should only end in death, in my opinion, you
shouldn't be able to get away.

> I have one combinestyle teleporter working (nice but a bit simple 😛 )
> Atm it shoulds down immidiately when a player goes through and then spins
> and is ready after ~10 seconds
> Should I extent this period where the teleporter is active?

I wouldn't worry about spawn killing, quite frankly I'd say 1 second
downtime is about the most I'd allow. Lets face it, if you're standing
around for a whole second in DM you've probably going to get the
receiving end of the gravity gun.

> On a sidenote: It is quite when the teleporter is active or not
> two point_spotlights and a env_beam as well as sound indicates it's active
> When inactive I have two env_sparks running "random" and amb_generic with a
> spinup sound
>
> After this I will look into getting a rebellike teleporter up and running 😛

Yes - noise is good :)

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