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Gamati
#49815481Sunday, July 03, 2011 4:55 PM GMT

Please ignore this if you clicked on it. kthxbai Kinetic Technologies Battle of the Orbs Map creation: When making a map, care must be made to preserve a unified style throughout gameplay. Several key things must be achieved for this to be so. 1) Spawn points are in the same location as when given When you are given the model of the two spawn points, it is crucial that they remain in the same place. You CANNOT move them. They are 200 studs apart, and they need to stay that way. This is because of the mechanic of gameplay. When a player enters the game field, they are carrying two tools, those being a melee weapon and a ranged weapon. However, these tools DO NOT CAUSE DAMAGE. Instead, they affect a separate variable called HealthPoints. When that reaches 0, the player is teleported back to the spawn point, NOT KILLED. At no point does death occur, unless by a freak accident. The spawn points are always present in the map. Between map changes, players are teleported to the spawn points, and then the map changes. If you think carefully about this, you can see that when you create a map, it would be beneficial to have the spawn points based around the map. For example, in my map, I will conceal the spawn point in a tower of a wall. It isn’t just going to be plopped down in the middle of a grassy field. When you design your map, you will be able to build around the spawn points. There will be a small construction connecting those spawn points that will be used by me to place the maps, so don’t delete that either. That construction will be colored neon green, so you can clearly tell what I’m talking about. Let me explain one more time as clearly as possible about gameplay. A round lasts 90 seconds, with a 30 second intermission. Therefore, here is the chain of events: 30 seconds intermission. Players are in the spawn point. From here they can either choose to teleport to the store, or stay in the spawn point for that round. Map is being selected near the end of this intermission. Map is loaded. The map generates around the spawn points. 90 second gameplay. If you are in the spawn point when the doors open, you will be able to walk out into the map and play that round. If you are in the store, you can upgrade your weapons and character. End of Round. This occurs when the shrine of the opposite team is destroyed. All players are teleported back to the spawn point, unless they are already in the spawn point. This resets the game without any wipeouts. The map is deloaded. Here is when the map disappears. 30 seconds intermission. (Cycle begins again) 2) Building style is consistent This is important. We want a variety of maps, but the style used should be the same. I am currently working on the example map. Maps can be either symmetrical or asymmetrical. If they are asymmetrical, focus on making sure that neither team has an advantage, such as height differences. If they do, then balance out the other team with something like cover, for example. IT SHOULD BE A FAIR EXPERIENCE. The style is classic, with some CFraming. The CFraming is more precision than detail. You’ll see when I finish the map, but in essence, we’re using no textures. Some surfaces have inlets. Some surfaces are smooth. Got it? Great! You’ll see what I mean when the map is finished. The key point about the CFraming is that it is only on one axis. When you are on ANY surface, it should be flat, unless it is a wedge or something of that nature. We are NOT having an odd looking terrain. Once again, I’m not very clear in my wording of this, so wait for the example map. 3) Shrine is place fairly Your goal as a member of the Blue team is to destroy the Black shrine. Black team destroys Blue shrine. Duh. If your map is symmetrical, then you shouldn’t have a problem. Place the flags fairly close to their respective spawns. In other words, Blue Spawn should have Blue Shrine nearby, within 50 studs or so. If your map is asymmetrical, then try to be as fair as you can. Remember, the goal of the game is to destroy the SHRINE, not necessarily the other team. It is one strategy to go in and take potshots at the shrine until you die. :D You win by destroying the shrine. Killing the other team does NOT win the game, it just helps a lot. Shrines are pretty sturdy. That’s about it. I hope I’ve explained why I didn’t just let you all run free and build whatever. There is a specific design needed for the maps. Please remember to take your time once I’ve given the ok for your map. You’ll need to pitch the idea to me first, and acquire a copy of the shrines. You’ll also need to wait for my map to be completed. Sorry. Thanks! -Gamati

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