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 Post #1
 15th December 2009 Last edited by Overv; 16th January 2010 at 03:33PM..
"Garrysmod.com doesn't deserve me."
Overv's Avatar
February 2007
5,515 Posts
I wanted to wait a while before posting this, but I still don't have any content to show, so I decided to make the thread.

Gameplay

Perhaps some of you still remember Puzzle gamemode, which was similar to Deathrun, only everyone is playing for themselves without the death. I've long wanted to remake this gamemode with Fretta as base, but of course with some changes.

There's two teams, a red and a blue team (how surprising!). The first 15 seconds of the round everyone can move out freely, waiting for the game to start. The objective for each team is to get to the end of a series of challenges/obstacles as fast as possible with as many survivors as possible. The challenges themselves however, are not the biggest problem. While the teams are completing the objectives, the water level in the map is rising and the teams need to move on to get to higher ground.

But this would get boring after a while, without choices and with the same series of challenges every single time. To start off, the challenges are picked at random each time and there are other things to do while the teams struggle to get to higher ground. Instead of instantly rushing to the next obstacle, a team can choose to reach a valve instead which slows down the rising of the water level for that team. But that's not the only bonus to retrieve, the following bonuses will be available:

- Valve - Slows down water rising.
- Revival - Brings back a random fallen teammate, will not appear when no-one has fallen yet.
- Valve 2 - Speeds up water rising of the other team
- Watch your step - Platforms of the other team become slippery and people tend to fall down

The layout of the maps will be inspired by Mirror's Edge, being mostly white and featuring red colored challenges and distinctive blue water. The camera will be third person, as it'll be a 3D platformer.

Media



Team

Overv - Lua scripting, materials and level design
Agent Cobra - Mapping
 Post #2
 15th December 2009
Gold Member
SnakeFace's Avatar
July 2006
4,419 Posts
Looks like it'll be fun, good luck!
 Post #3
 15th December 2009
Gold Member
Bletotum's Avatar
June 2008
2,470 Posts
Third-person, just saying that part is a major improvement on puzzle.
 Post #4
 15th December 2009
Gold Member
nick34's Avatar
August 2005
2,147 Posts
I love puzzle maps on Hl2:dm so I'll probably like this.
 Post #5
 20th December 2009
"Garrysmod.com doesn't deserve me."
Overv's Avatar
February 2007
5,515 Posts
Here's a demo of the rising water. I'm using a simple trick to be able to use expensive water.


In the coming days I'll be mostly working on the gamemode code and not on the map itself. Actually I'm still looking for a real mapper, since doing everything myself isn't going to work out great.
 Post #6
 20th December 2009
Gold Member
Dennab
April 2005
3,416 Posts
Looks great! Can't wait for the release!
 Post #7
 20th December 2009
Unib5's Avatar
May 2008
1,710 Posts
Ah! The clue is in the song.

The floor goes down. Not the flood going up.
 Post #8
 20th December 2009
Gold Member
Sean C's Avatar
April 2007
2,191 Posts
Looks interesting. :)
 Post #9
 20th December 2009
[TG]Chief(Alex)'s Avatar
December 2009
101 Posts
This sounds like a win.
 Post #10
 21st December 2009
-[ Fizzadar ]-'s Avatar
March 2009
2,211 Posts
Love it, good luck Overv, personally this sounds the most fun to me so far :)
 Post #11
 21st December 2009
~ZOMG's Avatar
December 2009
5,210 Posts
A bit basic, could probably do with a few more features (i.e. more powerups) but overall sounds good.

Good luck!
 Post #12
 21st December 2009
whitespace's Avatar
November 2008
846 Posts
That was a bad song
 Post #13
 21st December 2009
"Garrysmod.com doesn't deserve me."
Overv's Avatar
February 2007
5,515 Posts
That was a bad song
Yeah, I was just listening to the radio.
 Post #14
 22nd December 2009
Super Moderator
DEADBEEF's Avatar
March 2005
3,271 Posts
Here's a demo of the rising water. I'm using a simple trick to be able to use expensive water.


In the coming days I'll be mostly working on the gamemode code and not on the map itself. Actually I'm still looking for a real mapper, since doing everything myself isn't going to work out great.
Be sure to test this thoroughly with different levels of latency.
If I Remember correctly CL-prediction doesn't work properly when the player is stood on a moving brush.

You don't wanna go make the whole thing only to find it's unplayable on a busy server when you have more than 200 ping.
 Post #15
 22nd December 2009
Dennab
January 2009
949 Posts
I love puzzle maps on Hl2:dm so I'll probably like this.
Agreed I love puzzles! Not that im good at them...but i still love them !
 Post #16
 22nd December 2009
"Garrysmod.com doesn't deserve me."
Overv's Avatar
February 2007
5,515 Posts
Be sure to test this thoroughly with different levels of latency.
If I Remember correctly CL-prediction doesn't work properly when the player is stood on a moving brush.

You don't wanna go make the whole thing only to find it's unplayable on a busy server when you have more than 200 ping.
Yeah, if it doesn't work out, I'm going to use moving water. But I've been having crashing problems with that.
 Post #17
 22nd December 2009
Gold Member
Soul-Chicken's Avatar
July 2008
3,720 Posts
I could Map if you want, i know pretty much most of Hammer Editor.
Only if ya need me though, Im sure theres better mappers than me.
 Post #18
 22nd December 2009
Loli's Avatar
April 2008
1,046 Posts
I could Map if you want, i know pretty much most of Hammer Editor.
Only if ya need me though, Im sure theres better mappers than me.
Oskutin FTW xD
Seriously I'm not here to put anyone down. I don't hail from 4 chan...
I'd be happy to work alongside this guy...
 Post #19
 23rd December 2009
Silverman's Avatar
July 2008
98 Posts
I'm using a simple trick to be able to use expensive water.
What trick exacly, could you explain it ?
 Post #20
 23rd December 2009
Gold Member
arienh4's Avatar
August 2007
4,973 Posts
What trick exacly, could you explain it ?
Moving the level down, submerging the brush (and the players on it) in water.
 Post #21
 24th December 2009
Agent Cobra's Avatar
January 2005
1,734 Posts
Here's a demo of the rising water. I'm using a simple trick to be able to use expensive water.


In the coming days I'll be mostly working on the gamemode code and not on the map itself. Actually I'm still looking for a real mapper, since doing everything myself isn't going to work out great.
If you do need another mapper, you can give me a shout
 Post #22
 29th December 2009
Agent Cobra's Avatar
January 2005
1,734 Posts
Bump for content! Levels ahoy!

http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_b0010001.jpg
http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_b0010002.jpg
 Post #23
 29th December 2009
Entoros's Avatar
October 2008
2,257 Posts
Looks great! It has a very Parkour-ish feel to it.
 Post #24
 29th December 2009
killer346's Avatar
November 2007
155 Posts
Or you could just make a rising water brush parented to a trigger hurt. I made a map like that a while back where you have to do obsticles to get away from rising lava for some server.
 Post #25
 30th December 2009
WarRage333's Avatar
March 2008
1,740 Posts
I want this. bad.
 Post #26
 30th December 2009
Phycosymo's Avatar
December 2007
1,568 Posts
Looks interesting so far.
 Post #27
 31st December 2009
NickL's Avatar
December 2009
34 Posts
Very interesting, I like your design for the maps. But what would keep a player from just rushing to the top at the begging of a round? Or do you anticipate that, Because players that have come from "Deathrun" Will be really good at navigating maps like these.
 Post #28
 31st December 2009
Agent Cobra's Avatar
January 2005
1,734 Posts
There are parts which require at least two people to get past.
 Post #29
 5th January 2010
~ZOMG's Avatar
December 2009
5,210 Posts
I think it needs more to it.

It sounds fun, but this will get boring very quickly, unless there are hundreds of maps for it, and even then, it would get boring eventually.
 Post #30
 6th January 2010
Gold Member
Tyvak's Avatar
May 2006
6,025 Posts
I think it needs more to it.

It sounds fun, but this will get boring very quickly, unless there are hundreds of maps for it, and even then, it would get boring eventually.
This. You should of something that would make the gameplay more varied.
 Post #31
 7th January 2010
"Garrysmod.com doesn't deserve me."
Overv's Avatar
February 2007
5,515 Posts
I think it needs more to it.

It sounds fun, but this will get boring very quickly, unless there are hundreds of maps for it, and even then, it would get boring eventually.
With the right power-ups the gameplay will be varying enough, so I'll be focusing on that. Any suggestions for power-ups you would like to see?
 Post #32
 7th January 2010
Gmod.com Admin
Disseminate's Avatar
December 2007
1,477 Posts
I think it needs more to it.

It sounds fun, but this will get boring very quickly, unless there are hundreds of maps for it, and even then, it would get boring eventually.
This is why I abandoned bunnyhop. There needs to be more chaos and interaction between players.
 Post #33
 7th January 2010
WarRage333's Avatar
March 2008
1,740 Posts
With the right power-ups the gameplay will be varying enough, so I'll be focusing on that. Any suggestions for power-ups you would like to see?
Fast- 5-10 seconds 50% incrased movment speed
Slow - Slows player for 5-10 secodns (50%)
Freeze - Duh 5seconds
Bully - pushes away anyone who is near him 10 seconds
Bomb - a bomb that you can throw at the ground to push oposite team away
Super jump - jumps higher then usual
Playing with fire - Ignites you or the closest enemy team member next to you
Time vortex - Freezes everyone in time except you 5 seconds
Blackhole - Anyone who goes near a black hole get teleported to a random spot under water or above now thats the question.
Barricade - Gives the player a box to block the movment of the enemy team box last 5-10 seconds can be destory with something
Food - Regain health
Swiming suit - Gives the ability to survive in the water for 10 seconds
Shock - Player gets a shock aura that damages near by players
Death Penalty - You die in 10 seconds.
 Post #34
 8th January 2010
Gold Member
Daimao's Avatar
February 2007
5,710 Posts
With the right power-ups the gameplay will be varying enough, so I'll be focusing on that. Any suggestions for power-ups you would like to see?
Ninja water-skimming shoes

Removes the slippery water effect (or lets you walk on water) for a good few seconds until they start to degrade.

Ice cubes

Throw them in the water and they will freeze it for x seconds.

Spring/Rocket Boots

Lets you jump x times higher for y uses or grants flight until fuel is drained.

Fire hose w/ backpack

Allows you to blast water at the floor (to make it more slippery) or at enemies (to push them in the rising water) until you run out of water.

Tried to keep them water themed.
 Post #35
 11th January 2010
Copperbotte's Avatar
May 2009
613 Posts
you seem to have only one level in your gamemode.
If you want, i'll make a level for you, but I need to know what entities to use for controlling the stage's movement into the water as well as the end of the stage and the spawnpoints.

i have never mapped for fretta before, but I do know how to make maps.
 Post #36
 11th January 2010
Gold Member
dvsilverwing's Avatar
April 2006
2,134 Posts

?
 Post #37
 11th January 2010
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
The medic heals with a stream of water?!
 Post #38
 11th January 2010
Copperbotte's Avatar
May 2009
613 Posts
that would make for an interesting reskin for the medic.

Edited:

Bump for content! Levels ahoy!

http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_b0010001.jpg
http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_b0010002.jpg
a couple of questions to keep consistency in the levels:
What 2d skybox and light_environment settings are you using?
what is the width of the red stripe?
What kind of water are you using (texture)
and what is the speed of the rising water?
 Post #39
 11th January 2010 Last edited by Agent Cobra; 11th January 2010 at 07:51AM..
Agent Cobra's Avatar
January 2005
1,734 Posts
that would make for an interesting reskin for the medic.

Edited:



a couple of questions to keep consistency in the levels:
What 2d skybox and light_environment settings are you using?
what is the width of the red stripe?
What kind of water are you using (texture)
and what is the speed of the rising water?
The skybox is sky_tf2_04
Light_environment settings are as follows
Pitch Yaw Roll: 0 329 0
Pitch: -70
Brightness: 216 207 194 500
Ambient: 200 202 230 60
The stripes are 8 on steps, on the platforms they are 16
The water is custom
The water rises at a speed of eer.. 20?

Oh yes, and these are the latest pictures.
http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_v10000.jpg
http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_v10001.jpg
 Post #40
 11th January 2010 Last edited by Copperbotte; 11th January 2010 at 08:16PM..
Copperbotte's Avatar
May 2009
613 Posts
The skybox is sky_tf2_04
Light_environment settings are as follows

The stripes are 8 on steps, on the platforms they are 16
The water is custom
The water rises at a speed of eer.. 20?

Oh yes, and these are the latest pictures.
http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_v10000.jpg
http://i163.photobucket.com/albums/t319/FirePawX/fc_theclimb_v10001.jpg
why not use the 2fort water? it looks really nice for still water, but it only works in tf2, and tf2 breaks func_rotate.
thanks for the info.
you also keep breaking the images, use [img] [/img] tags.
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