Author Topic: Feature: Team Deathmatch  (Read 11836 times)

Edgecrusher

  • Autococker
  • Posts: 815
Re: Feature: Team Deathmatch
« Reply #20 on: January 14, 2008, 02:40:46 AM »
But why? So one team gets to spawn point and just lines it. Or better yet to threw nades at spawn point Like it's tomato day. PB just isn't that type of a game.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Feature: Team Deathmatch
« Reply #21 on: January 14, 2008, 02:57:03 PM »
The spawn points would be scattered around the map, not in one location like on CTF maps.

skitzo

  • Autococker
  • Posts: 539
Re: Feature: Team Deathmatch
« Reply #22 on: January 14, 2008, 03:46:34 PM »
hmm they thought out this in halo i believe what they do is they randomly select one of your teammates that IS alive and spawn you at the closest spawn point. is this possible to do?

XtremeBain

  • Developer
  • Autococker
  • Posts: 1470
Re: Feature: Team Deathmatch
« Reply #23 on: January 15, 2008, 12:11:09 PM »
hmm they thought out this in halo i believe what they do is they randomly select one of your teammates that IS alive and spawn you at the closest spawn point. is this possible to do?

Yes that is possible, but I'm not sure if I like the idea.  It's hard to say though, since we don't have any proper (t)dm maps, any established tdm strategies/tactics and judging from this and the previous threads it seems that only a few people grasp the concept of what TDM really is.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Feature: Team Deathmatch
« Reply #24 on: January 31, 2008, 03:31:14 AM »
I have this implemented for the most part.  It's interesting.  I went with the tug-of-war style scoring I mentioned earlier (team gets 1 point for each kill and loses 1 point for each death).  I think that will make for some intense matches.  A team can be 1 point shy of winning, but the other team still has a chance for a come back.  I loaded up a bunch of bots on arm and watched as a team would go from 4 points ahead to 4 points behind in the blink of an eye.  Then I put all the bots on one team against me.  That was rough.  Once I was able to take more than 2 steps after spawning, I'd be able to get a bunch of kills and take the lead, then they'd spawn kill me a bunch of times in a row and I'd lose it and have to fight back up.  It will be interesting to see how it plays with real people.  I'm not sure what to do with the spawning just yet.  It will probably take a lot of play testing to determine the best approach.  I'm just using the default spawn functions for now.  Originally I had planned to pick the spawn point nearest to the teammate who had been alive the longest, but I'm not sure if that would be a good approach or not.

QueeNiE

  • 68 Carbine
  • Posts: 435
Re: Feature: Team Deathmatch
« Reply #25 on: January 31, 2008, 03:56:07 PM »
That sounds great jitspoe.  Possibly a spawn farthest away from any teammates OR enemies?  I just find it difficult in other games when your duking it out 1v1 against someone, and somebody spawns behind you and your dead.

Also, I think I'm going to start making a team death match specific map right now :D

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Feature: Team Deathmatch
« Reply #26 on: February 12, 2008, 09:13:31 PM »
Test TDM server is up: paintball2://70.85.9.178:27913

Let me know if there are any good DM maps that aren't in rotation there.

FlaMe

  • Autococker
  • Posts: 601
Re: Feature: Team Deathmatch
« Reply #27 on: February 12, 2008, 09:20:46 PM »
ILL TRY IT OUT!!!

oh wait...

y00tz

  • Autococker
  • Posts: 2742
Re: Feature: Team Deathmatch
« Reply #28 on: February 13, 2008, 09:15:51 AM »
Jitspoe: Can you add a bot or two to that server? Everytime I get on, nobody else is on.

magalhaes

  • Autococker
  • Posts: 1256
Re: Feature: Team Deathmatch
« Reply #29 on: February 13, 2008, 09:25:55 AM »
Jitspoe: Can you add a bot or two to that server? Everytime I get on, nobody else is on.
hehe same :<

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Feature: Team Deathmatch
« Reply #30 on: February 13, 2008, 03:12:41 PM »
Sure.  Threw a few bots up there.

Edit: Just found a major bug.  Score doesn't reset at the beginning of each map.  Oops.

Edit2: Should be fixed now.
« Last Edit: February 13, 2008, 05:19:36 PM by jitspoe »

QueeNiE

  • 68 Carbine
  • Posts: 435
Re: Feature: Team Deathmatch
« Reply #31 on: February 13, 2008, 05:32:59 PM »
Great work jitspoe.  It's very fun to play. :)

I'm in the process of recreating Lockout, from Halo 2, into a DP map.  I'll post it in the mapping forum when I'm done.  Should hope to be a well rounded TDM map. :)

y00tz

  • Autococker
  • Posts: 2742
Re: Feature: Team Deathmatch
« Reply #32 on: February 13, 2008, 06:53:08 PM »
Edit: Just found a major bug.  Score doesn't reset at the beginning of each map.  Oops.

Oh ok, I logged on and it was 10-12 at one point, and when I got back on later it was 11-11 but a different map.  I like the tug of war style, my only complaint is everytime I've gotten off despite the length and odd the scores have always been 10-12 +/-1 maybe with the bug fixed the scores won't always seem the same. :)

Eiii

  • Autococker
  • Posts: 4595
Re: Feature: Team Deathmatch
« Reply #33 on: February 13, 2008, 08:58:29 PM »
I'm in the process of recreating Lockout, from Halo 2, into a DP map.  I'll post it in the mapping forum when I'm done.  Should hope to be a well rounded TDM map. :)

Heh, for the third time, huh?

QueeNiE

  • 68 Carbine
  • Posts: 435
Re: Feature: Team Deathmatch
« Reply #34 on: February 14, 2008, 03:28:54 PM »
Hard to keep on topic when I got my monthly forum ban :-\

Garrett

  • Autococker
  • Posts: 1372
Re: Feature: Team Deathmatch
« Reply #35 on: February 14, 2008, 06:39:09 PM »
...monthly... :-\
Haha, you weren't that much a pain in the butt as much as this Wafflez kid.  Look up some of his posts...

Jitspoe, I commented about the TDM in the build 21 release topic.
I'll move it over here if you want.

Eiii

  • Autococker
  • Posts: 4595
Re: Feature: Team Deathmatch
« Reply #36 on: February 14, 2008, 09:38:30 PM »
Hard to keep on topic when I got my monthly forum ban :-\
That sounds like your problem. :D

WarWulf

  • Autococker
  • Posts: 539
Re: Feature: Team Deathmatch
« Reply #37 on: February 15, 2008, 01:01:33 AM »
ive been asking for team deathmatch for years and years. ^^  one of the main reason i havnt released abbey yet.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Feature: Team Deathmatch
« Reply #38 on: February 15, 2008, 01:59:29 AM »
Abbey has a traditional 2 team layout though, or did you just mirror it?