Creating a standard for checkpoint-based maps - Page 2

Creating a standard for checkpoint-based maps

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Creating a standard for checkpoint-based maps

Post by lurker »

None of the mods have a full system with rarity features at the moment. I'm working on adding what I described to both IW and Evolution.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Creating a standard for checkpoint-based maps

Post by SwiftSpear »

I'm highly against official standards... but ya, feel free to develop standards however they are necessary.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Creating a standard for checkpoint-based maps

Post by Tobi »

Maybe a default script to extract points from metal map / geo locations can be included in springcontent.sdz, so maps can override this with their own script doing their own thing. (Possibly (usually?) just returning hardcoded values.)

This way the mods that need this control/check points "work" on all maps. According to lurker scheme for example, the default script could just generate points at all metal maxima and all geos. It could then assign rarity based on map area divided by the total number of points of that type it finds, and feature=geo could be assigned for geos.
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