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Author Topic: surf_ny_momentum2  (Read 103117 times)

Offline FAJ

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Re: surf_ny_momentum2
« Reply #40 on: April 23, 2012, 02:15:44 PM »
I want it to be somewhat enjoyable for everyone, more like a game. No matter how difficult/easy it is to get to the kill-button, eventually it will be an easy-every-round sort of thing for some surfers. I can regulate how early in a round it is pressed, but I don't want it to ruin the game for people if it is pressed nearly every round.

EDIT-

Was thinking about something of this nature:


The presser gets a knife and the opposing team spawns with nothing. They have to run past him to get knives of their own. The presser's team has knives and is situated behind the losing team, but they are in a pit that rises up, to let them out. So the losing team has a head start away from the pack of enemies, but must pass the winner unarmed. Likely some sort of mechanism to kill everyone after a period of time.

Thoughts?
« Last Edit: April 23, 2012, 05:07:53 PM by FAJ »

Offline Shifty

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Re: surf_ny_momentum2
« Reply #41 on: April 23, 2012, 07:31:30 PM »

Thoughts?

looking good great idea, how about adding random death traps to that ramp?
kinda like deathrun i think but not that much...

Offline Sangre

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Re: surf_ny_momentum2
« Reply #42 on: April 24, 2012, 02:51:09 PM »
you also could  toggle the kill button 

1 round enable...
1 round disable...

and so on

Offline FAJ

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Re: surf_ny_momentum2
« Reply #43 on: April 24, 2012, 03:39:59 PM »
That may be a good idea. Maybe have it do a different effect every other round, or have the effect be random. I would like it to be somewhat risky, it isn't THAT hard to get to.

Maybe
5% chance it kills you outright
5% chance it sends you to jail as a prisoner
20% chance it sends you to jail with a weapon in a good tier (with a random choice of 4 weapons, ranging from glock to AWP)
20% chance it kills everyone outright (including you)
50% chance it sends you to the mini-game as described

too risky to bother with? or would people still go for it?

Offline RazerSurf

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Re: surf_ny_momentum2
« Reply #44 on: April 24, 2012, 03:48:36 PM »
That may be a good idea. Maybe have it do a different effect every other round, or have the effect be random. I would like it to be somewhat risky, it isn't THAT hard to get to.

Maybe
5% chance it kills you outright
5% chance it sends you to jail as a prisoner
20% chance it sends you to jail with a weapon in a good tier (with a random choice of 4 weapons, ranging from glock to AWP)
20% chance it kills everyone outright (including you)
50% chance it sends you to the mini-game as described

too risky to bother with? or would people still go for it?

This sounds great.. I personally would go for it if I got to it, it sounds more fun when you have to gamble like that. I haven't seen anyone else do this before, so I say go for it!

Offline Paper-Cut

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Re: surf_ny_momentum2
« Reply #45 on: April 24, 2012, 03:57:15 PM »
That may be a good idea. Maybe have it do a different effect every other round, or have the effect be random. I would like it to be somewhat risky, it isn't THAT hard to get to.

Maybe
5% chance it kills you outright
5% chance it sends you to jail as a prisoner
20% chance it sends you to jail with a weapon in a good tier (with a random choice of 4 weapons, ranging from glock to AWP)
20% chance it kills everyone outright (including you)
50% chance it sends you to the mini-game as described

too risky to bother with? or would people still go for it?

This does sound good, but you should have an indicator at th e beginning saying which option was chosen? Or maybe not?
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Offline FAJ

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Re: surf_ny_momentum2
« Reply #46 on: April 24, 2012, 04:04:28 PM »
I think I will have an indicator show after you have pulled the lever \

Offline Sangre

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Re: surf_ny_momentum2
« Reply #47 on: April 24, 2012, 04:09:54 PM »
This does sound good, but you should have an indicator at th e beginning saying which option was chosen? Or maybe not?

that way it wouldnt be rly random anymore

i think it would be more fun if you dont know what happens

Offline FAJ

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Re: surf_ny_momentum2
« Reply #48 on: April 24, 2012, 04:14:01 PM »
Maybe include a slots-style wheel like in commune \

Offline Arjenlodder

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Re: surf_ny_momentum2
« Reply #49 on: April 24, 2012, 06:03:19 PM »
I am still without good direction for kill-button effects. Any suggestions there would be appreciated. i would like to be some sort of interactive death for people, instead of a straight kill.

I really really reallllyy enjoyed your Jump-thing in surf_amplitute_apex, maybe you can make something like that?

Offline Orange

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Re: surf_ny_momentum2
« Reply #50 on: April 24, 2012, 06:48:51 PM »
I really really reallllyy enjoyed your Jump-thing in surf_amplitute_apex, maybe you can make something like that?

It would have to involve a huge jump-thing of death that covers the whole map.  \
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Offline FAJ

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Re: surf_ny_momentum2
« Reply #51 on: April 24, 2012, 06:58:15 PM »
I will be transporting people to the kill-area regardless of how the deed is done.

I think i will leave the amplitude kill-methods to the amplitude series. amp4 is at 95% complete and has a complete jail with kills etc.

Offline Sangre

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Re: surf_ny_momentum2
« Reply #52 on: April 24, 2012, 07:53:59 PM »
wow surf mapping is coming back

Offline FAJ

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Re: surf_ny_momentum2
« Reply #53 on: April 24, 2012, 08:28:18 PM »
Buck will never finish amp4, don;t get your hopes up \

Offline Escencia

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Re: surf_ny_momentum2
« Reply #54 on: April 25, 2012, 07:43:11 AM »
I love how the jail looks! Seeing this makes me want to start mapping again. \

I told ya to make lepidus 2.NOW.
\

Offline FAJ

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Re: surf_ny_momentum2
« Reply #55 on: April 25, 2012, 12:53:06 PM »
Kind of distracted the other day; bare-hand-grabbed a pan out from under the broiler by mistake last night, so I didn't get any mapping done. I am pretty much healed though, so this is what I am thinking for the kill-button:

Approximate times for completion:
Tier 1 ~35 Seconds
Tier 2 ~35 Seconds
Tier 3 ~90 Seconds

Kill Button ~90 Seconds by following the prescribed path. I am not a career-skill-surfer, so it may be possible to reach that room sooner with more skill/speed. The variable of my questionable surf skill will be tempered by disabling the room until 1 minute into the round. That way people can fail, be released, try again, succeed and maybe even get a kill or two in before some punk pulls the kill-lever.

The kill-options on press will be random:

5% Kills the user outright
5% Sends the user to jail
10% Sends the user to jail with weapon
10% Sends user to jail on a winner-tier with weapon
20% Kills everyone outright (puts everyone including the user in the kill-room with an unavoidable trap)
25% Sends everyone to a kill-room with traps that the user deploys
25% Sends everyone to the knife-dash minigame, described earlier int he thread.

Considering punishing users who press the button two rounds in a row.

Offline Sangre

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Re: surf_ny_momentum2
« Reply #56 on: April 25, 2012, 02:47:22 PM »
got already a plan how to realize that with entities ?

Offline FAJ

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Re: surf_ny_momentum2
« Reply #57 on: April 25, 2012, 03:05:52 PM »
Should be pretty easy. I have it laid out in my head.

Considering if I should put in a system to disallow more than 1 person in the kill room at once.

Offline spoz

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Re: surf_ny_momentum2
« Reply #58 on: April 26, 2012, 10:21:30 AM »
player.pass{
  on.triggeronce{
    setflag.allowed
  }
  if flag != true{
    on.trigger{
      teleport.target = jail
    }
  }
  else{
     shits.fucked.up.bro{
       kill.target = *
     }
  }
}


Dat pseudocode.
Quote
But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....

Offline RazerSurf

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Re: surf_ny_momentum2
« Reply #59 on: April 26, 2012, 10:31:29 AM »
Is it possible to sign up for beta?  \

Offline FAJ

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Re: surf_ny_momentum2
« Reply #60 on: April 26, 2012, 10:39:59 AM »
Might do a closed beta tonight to test some things and get some feedback. If anyone is steamfriends with Buck you can probably steamchat him and ask for the PW if we do it. I will put something in the shoutbox in the event that we test it tonight.

Offline Orange

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Re: surf_ny_momentum2
« Reply #61 on: April 26, 2012, 12:34:57 PM »
This is one of those days that I really hate not having a decent computer..
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Offline S.T.A.L.K.E.R.

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Re: surf_ny_momentum2
« Reply #62 on: April 27, 2012, 02:48:36 AM »
Played the map by myself on a listen server, and I'm speechless.

Offline FAJ

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Re: surf_ny_momentum2
« Reply #63 on: April 27, 2012, 11:23:16 AM »
Don't be speechless! I gave it to you for constructive feedback \

Offline spoz

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Re: surf_ny_momentum2
« Reply #64 on: April 27, 2012, 01:03:29 PM »
I can be constructive. geif.  \
Quote
But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....

Offline RazerSurf

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Re: surf_ny_momentum2
« Reply #65 on: April 27, 2012, 01:37:15 PM »
I can be constructive. geif.  \

ARE YOU STILL AROUND?!?!

Offline FAJ

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Re: surf_ny_momentum2
« Reply #66 on: April 27, 2012, 01:41:12 PM »
Do you still surf Spoz? \

Offline Paper-Cut

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Re: surf_ny_momentum2
« Reply #67 on: April 27, 2012, 01:42:02 PM »
Just ran through the BSP. So far, it's a great sequel.

Notes:

1. Lighting almost seems a bit too bright, especially around the spawn. I was playing in windowed mode with default brightness and it still was almost too much.
2. The surf is good; it flows pretty well together.
3. I hit a few stickies on flat surfaces that were slanted upwards or downwards, but nowhere in particular.

Obviously I can't really judge the map until I've tested with 10+ people though, since that's the kind of surf map this is.

Looking really good so far, FAJ. I'd just keep touching up the lighting and tweak the little details.
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Offline FAJ

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Re: surf_ny_momentum2
« Reply #68 on: April 27, 2012, 02:28:51 PM »
I have gotten some sticks on the flat slides too. I don't know how to tfix that because it has happened in areas where it is one solid block slide with no reason for a stick.

The brightness is a little intense. I added some lights to even out shadows, but because of low quadratic, the light travels a long distance, so lights across large rooms are over-brightening areas. I am going to drop the brightness values on the lights there. Jail as well.

Offline Orange

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Re: surf_ny_momentum2
« Reply #69 on: April 27, 2012, 02:37:29 PM »
Give. Now.
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Offline Paper-Cut

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Re: surf_ny_momentum2
« Reply #70 on: April 27, 2012, 05:17:22 PM »
Also, I'm not sure if this was intentional, but I had no idea where to throw the grenade at to open the jail door.
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Offline S.T.A.L.K.E.R.

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Re: surf_ny_momentum2
« Reply #71 on: April 27, 2012, 05:44:55 PM »
Also, I'm not sure if this was intentional, but I had no idea where to throw the grenade at to open the jail door.
Buttons were in the corner of the 1st tier

Offline spoz

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Re: surf_ny_momentum2
« Reply #72 on: April 28, 2012, 10:53:16 AM »
Do you still surf Spoz? \

Almost never but I'm willing to make an exception :p
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But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....

Offline silverlol

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Re: surf_ny_momentum2
« Reply #73 on: May 01, 2012, 04:42:27 PM »
most hyped map so far 2012

Offline FAJ

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Re: surf_ny_momentum2
« Reply #74 on: May 04, 2012, 10:46:39 AM »
Haven't had much time to work on the map. Still having lighting abnormalities, but my main concern now is its low FPS. I have to look into how optimize this, which is going to be a pain because of its size.

I do have the kill button implemented and the jail is mostly done, save for any conveyor easter-eggs.

I will have an open beta next week, but I doubt I will have the FPS problem under control then.

Offline RazerSurf

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Re: surf_ny_momentum2
« Reply #75 on: May 04, 2012, 11:10:27 AM »
If you use areaportals well you should be able to optimize this rather easy. What is the average fps around the map, and does it spike very often? If so; it could be your computer.

Offline FAJ

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Re: surf_ny_momentum2
« Reply #76 on: May 04, 2012, 11:15:32 AM »
I am going to try areaportals today, my reservations being that having too many can actually hurt performance. Fully sealing any area on this map will be somewhat challenging, due to its large size and interconnected paths.

I have not checked actual FPS number, and really there is no crippling slow-down. I just notice a drop in performance in a few areas that I want to avoid, as they are high-speed areas failing due to choppy performance is frustrating.

Offline Tioga060

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Re: surf_ny_momentum2
« Reply #77 on: May 04, 2012, 01:55:07 PM »
Use hint/skips instead.

Offline FAJ

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Re: surf_ny_momentum2
« Reply #78 on: May 04, 2012, 02:21:09 PM »
In what capacity? The visleafs are splitting fine.

FAJEDIT - A few areaportals and a 'normal' vvis compile solved the issues. I am just reluctant to test on 'normal' compiles because 'fast' only takes 3 seconds.
« Last Edit: May 04, 2012, 05:07:49 PM by FAJ »

Offline Dan

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Re: surf_ny_momentum2
« Reply #79 on: May 05, 2012, 05:02:31 AM »
Looks great and all that :words?:, but which server runs regular surfing anymore? All the server owners joined the dark side or were just fucking retarded from birth.
What the fuck happened?