WWF_RAW

WWF_RAW

Discuss maps & map creation - from concept to execution to the ever elusive release.

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wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

WWF_RAW

Post by wolas »

Ok its my first map.

http://springfiles.com/spring/spring-maps/wwfraw

Pathing sux hard here! AI's FAIL even harder :D , but I hope it will still be fun to play :)

I went in some (two) major problems.
1. FIXED dds skyboxes dont work tryed ~10 from existing pack spring just says it cant load image (non working .dds included in map)
2. FIXED via gadget needs code cheking since I m noob ;)
Rope collsion is wrong although collision box is set right. Thread in modeling. (Hope done right to separate?)
http://springrts.com/phpbb/viewtopic.ph ... 82#p499682

Now chairs has 10m 20 e. More or less what do you think?
Chairs have had pretty much metal (100m) total in map 20000m (map is more oriented for Zero-K "com wars") Dunno if not too much. Funny as it is ZK pyro seems cant light up chair while almost all other units can :) I even thought about enemy's tactics trying to light up as much as possible enemys chairs :D but pyro fails hard :/

Also thought of implementing countdown (kinda from countdown map) (no more than 10 maybe 5 or 3 s (short enough to not being able to rush HLT also oriented at ZK in ba this probably should be higher) just for being pretty and then "ding dong" sound but for that I need to learn Lua. Maybe will (if) implement it when I will have more time in something like v2.

Scoreboard like team done damage or something visible to everyone maybe would be cool too. Also probably in v2 (IF ever)

Some japanese announcers might be fun too since nobody understands(i hope) japanese specially some ramdom cool phrases when com blows or something :twisted:

Instead of japanesse now we have some sounds from sega wwf arcade when coms explode. Since nobody sugested better ones.

Image

Thanks CAI for testing and even some (human) who helped too.
http://springfiles.com/spring/spring-maps/wwfraw
Last edited by wolas on 10 Sep 2011, 22:35, edited 6 times in total.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WWF_RAW_testversion

Post by knorke »

he, great idea.
i think this might be fun with games which have jumpsets on units. 8)
(moved your other thread to Games & Mods btw)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WWF_RAW_testversion

Post by Beherith »

Correct smd param is

Skybox=nsky2.dds;

not
SkyBox=nsky2.dds;
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: WWF_RAW_testversion

Post by Karl »

Someone should resurrect Commander Strike Shooter.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WWF_RAW_testversion

Post by knorke »

hm ingame the heightmap looks surprisingly playable.
what you could improve:
-mex spots alot more visible (maybe use something like stars, might fit the look)
-extractor radius alot bigger (in the .smd file i think)
-fix white background on the sides of the ring or make it look more like posters

Also noticed the red "W" logo on the left corner changes color alot when zooming in and out.
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: WWF_RAW_testversion

Post by wolas »

Fixed sky. Extractor radius is low enough that who goin on side (highest ground) couldnt build mexes on the lower/higher grounds and still get metal(zero-k builder com). Metal spot is 1 pixel so you get metal or not it should be easy to place them. Yeah wwf "poster" has wrong 2 texture experiment went wrong :).
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: WWF_RAW_testversion

Post by Forboding Angel »

Using RAW and WWF logos may be a violation.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: WWF_RAW_testversion

Post by jK »

Beherith wrote:Correct smd param is

Skybox=nsky2.dds;

not
SkyBox=nsky2.dds;
He should use the map blueprint container in the first place to avoid such problems.
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: WWF_RAW_testversion

Post by wolas »

Forboding Angel wrote:Using RAW and WWF logos may be a violation.
It is. Specialy WWF since it is banned. WWF = world wide fund for nature. So it is like double violation :twisted:

Now it is called WWE, but since my main inspiration was old sega game WWF arcade or something http://www.youtube.com/watch?v=eMi7a_uOjSo I really liked this game back then :)
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: WWF_RAW_testversion

Post by 1v0ry_k1ng »

AMAZING
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WWF_RAW_testversion

Post by knorke »

here are some replays from xta, some with normal commanders and some with jumping coms.

maybe the chairs could be made into units?
that way one could throw them around with impulse weapons or maybe even dgun.
Attachments
xtawrestling.zip
(560.53 KiB) Downloaded 43 times
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: WWF_RAW_testversion

Post by wolas »

Hmm that would be problematic in zk since you couldnt reclaim them and another problem I dont know yet how to make GAIA units, throwing chairs with gravity gun would be very cool, but maybe that would need another version.

Also added some comentars when com explodes "boom shaka laka" and 2 more variations, was easier then I thought(about LUA) :) From sega WWF wrestlemania arcade game. The problem is capturing clean voice from the game I even had disabled all except wave channel's still some other sounds get in. Maybe if someone know cool comentator with clean voice from game with something like sound test(for easy capturing), or whatever just clean and cool voice post here. Also when game starts there is ding dong sound.

In this weekend I will fix ropes some or another way then upload final beta with voices etc.

Also I heard that when writing Gadgets(couldnt use widget, because enemy com blowup gives no sound :/ ) you must be very careful, because of cheating so this is my first script anyone see something very wrong? I m not programmer by the way.

Code: Select all

local com_dead = {"Sounds/com_d1.ogg","Sounds/com_d2.ogg", "Sounds/com_d3.ogg"}
local PlaySound = Spring.PlaySoundFile;
local com_size =  #com_dead
local com_i = 1

function gadget:GameStart()
	PlaySound("Sounds/bell.ogg",1)
end

function gadget:UnitDestroyed(unitID, unitDefID, UnitTeam, experience, oldExperience) 
	if UnitDefs[unitDefID].isCommander then
		if com_i > com_size then
			com_i=1
		end
		PlaySound(com_dead[com_i],1)
		com_i=com_i+1
	end
end
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: WWF_RAW_testversion

Post by wolas »

I cant understand why didint you reclaim chairs? Was it disabled or something? And the real question is how much put metal in one chair. 100 ir probably way too much 25 looks good value?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WWF_RAW_testversion

Post by knorke »

wolas wrote:I cant understand why didint you reclaim chairs?
if you mouse over them, there have no tooltip unlike the ropes of the ring, so you can not see how much resources they give. (hit volume too small?)
Cursor does not change to "reclaim" either, you can only reclaim by manually giving the command. So I guess most players simply did not know.
But when running around and dgunning each others laser towers you do not really need the metal from the chairs.
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: WWF_RAW_testversion

Post by wolas »

Well I did that on purpose when you hover mouse and you actually will want to move somewhere you will issue reclaim command so this is to prevent that.
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: WWF_RAW

Post by Jools »

Also many of us use knorkes reclaim stop widget, so the cursor doesnt change in any event.

I think I discovered in the last game that one could reclaim the chairs. But it was too much of a hassle. All time goes to making llt:s
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