Warp Gates: Do we want them?

Warp Gates: Do we want them?

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

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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Warp Gates: Do we want them?

Post by BaNa »

Warp gates are the epitome of awesome, and i have been told that they could be done in LUA with not too much difficulty. Do you guys think it would be a big plus to map functionality if we could incorporate warp gates?
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Gota
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Joined: 11 Jan 2008, 16:55

Re: WARP GATES: DO WE WANT THEM?

Post by Gota »

BaNa wrote:Warp gates are the epitome of awesome, and i have been told that they could be done in LUA with not too much difficulty. Do you guys think it would be a big plus to map functionality if we could incorporate warp gates?

TA used them on some maps...Sure id used well they can be impemented in maps.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Warp Gates: Do we want them?

Post by Beherith »

I like the idea, but dont put cruise control on for topic titles.
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BaNa
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Joined: 09 Sep 2007, 21:05

Re: Warp Gates: Do we want them?

Post by BaNa »

i even watched that dot war vid and never noticed the tunnels work that way. EPIC AWESOME AWARD 4 U.
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Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: Warp Gates: Do we want them?

Post by Aether_0001 »

Yes I want them.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6180
Joined: 29 Apr 2005, 01:14

Re: Warp Gates: Do we want them?

Post by FLOZi »

Seems like a mod request? :?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Warp Gates: Do we want them?

Post by smoth »

it is your map, if your map has warpgates then it does.

have fun with resource conflicts for your cegs :\
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6180
Joined: 29 Apr 2005, 01:14

Re: Warp Gates: Do we want them?

Post by FLOZi »

smoth wrote:it is your map, if your map has warpgates then it does.

have fun with resource conflicts for your cegs :\
Will mappers get butthurt when non OTA based games remove their warpgate units on gamestart? :P
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smoth
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Re: Warp Gates: Do we want them?

Post by smoth »

They'll have to deal :P.
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Warp Gates: Do we want them?

Post by thesleepless »

and it'd be cool if we could tell the pathfinder to use them, some kind of lua call

eg.
PathAdd(point1,point2,cost=somelownumber)
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bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Re: Warp Gates: Do we want them?

Post by bobthedinosaur »

I made some tunnel models for EoW that were supposed to be used as fast travel points (pretty much warp gates) but the project never got that far. I'd like to see this done, and it doesn't really need fancy effects.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Warp Gates: Do we want them?

Post by knorke »

how my "teleporters" work:
-have rectangle areas on map
-each area can have another area as its "exit area"
-units instantly randomly respawn somewhere in exit area
-teleports can be set to only trigger if the unit travels in a certain direction
-pathfinder does not take teleport in consideratin in any way
-teleports/tunnel entries should be in places where units can not accidently walk into, (ie like the side paths on the pacman map)
-can be map or mod gadget

bob, if that is good enough for your idea i can help you with getting in on your map.
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Warp Gates: Do we want them?

Post by Johannes »

FLOZi wrote:
smoth wrote:it is your map, if your map has warpgates then it does.

have fun with resource conflicts for your cegs :\
Will mappers get butthurt when non OTA based games remove their warpgate units on gamestart? :P
If a map works badly in a game it was not designed for, I don't see how that is the mappers problem ever.
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Wombat
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Re: Warp Gates: Do we want them?

Post by Wombat »

it will be mappers problem ever if their maps wont be played
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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Warp Gates: Do we want them?

Post by BaNa »

:D I put em into my new map as a gimmick, man is it fun.

I see a lot of potential here.

Also, speaking with beh i got the impression that it could be implemented modside too, which means you should be able to build warp gates in your mod should you choose to.
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Johannes
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Re: Warp Gates: Do we want them?

Post by Johannes »

It's not problem for me at least if my maps aren't played with games they're not designed for. I want people to play maps that play well with the game they play, be the map made by me or whoever.
For the game dev it might be a problem if maps made for other games play like crap (be it because of unsuitable layout or the game shitting over map lua) if their game has too small pool of nicely playable maps, but it can be helped too by making new maps with that game in mind.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: WARP GATES: DO WE WANT THEM?

Post by zwzsg »

Gota wrote:TA used them on some maps...
That is a lie.
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: WARP GATES: DO WE WANT THEM?

Post by scifi »

zwzsg wrote:
Gota wrote:TA used them on some maps...
That is a lie.

actualy TA didnt had them in maps

but mods by users in the TA universe forum added them as buildings not as features if im not mistaken

so this is relatively new and inovating :wink:
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Warp Gates: Do we want them?

Post by knorke »

Will mappers get butthurt when non OTA based games remove their warpgate units on gamestart? :P
my warpgate gadget does not use units or features though. Not sure if mods can stop map gadgets from running.
So should not have "resource conflicts for your cegs" either because no ceg effects are used (though would be easy to add) or what do you mean?
If the ceg effect was called "MapWarpgateTeleport", that should surely be safe from conflicts of whatever type?
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