Author Topic: Siege Maps  (Read 3177 times)

Clockwork

  • Stingray
  • Posts: 75
Siege Maps
« on: March 30, 2007, 02:10:43 AM »
Just a question, when making a siege map, do you have to set where the defenders can get to yourself, or will it automanically do this for me? 

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Siege Maps
« Reply #1 on: March 30, 2007, 08:12:33 AM »
A general assumption when mapping: nothing is automatic.

If you mean where the attackers take the flag and the defenders die if they go there, you need to use a "base" entity.

Clockwork

  • Stingray
  • Posts: 75
Re: Siege Maps
« Reply #2 on: March 30, 2007, 07:29:42 PM »
thats exactly what i meant, thankyou

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Siege Maps
« Reply #3 on: March 30, 2007, 09:05:49 PM »
Welcome.

Fullmetal_Steeb

  • 68 Carbine
  • Posts: 353
Re: Siege Maps
« Reply #4 on: July 24, 2007, 05:07:08 PM »
Is there a way to set different areas where the attackers have to take the flag and the defenders die if they leave?

Eiii

  • Autococker
  • Posts: 4595
Re: Siege Maps
« Reply #5 on: July 24, 2007, 05:10:16 PM »
No.

Fullmetal_Steeb

  • 68 Carbine
  • Posts: 353
Re: Siege Maps
« Reply #6 on: July 24, 2007, 05:16:58 PM »
Thnx.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Siege Maps
« Reply #7 on: July 24, 2007, 09:55:27 PM »
No.

Actually, I think you could make it work. I'm gonna get on my laptop real quick and put together a sample map with my idea. Its easier to explain that way...

Edit:
Poo, forgot my BSP doesn't work yet (haven't gotten around to making it work...).

Anyway, just put a 'wall' (1-8 units thick) around the area that you want the defenders to be. And put the flag near the attacker's spawn points.

Eiii

  • Autococker
  • Posts: 4595
Re: Siege Maps
« Reply #8 on: July 24, 2007, 10:40:51 PM »
I don't really get what you're suggesting, but as far as I know, where the attackers cap is where the defenders die. I don't think there's any way around that, as of right now.

Fullmetal_Steeb

  • 68 Carbine
  • Posts: 353
Re: Siege Maps
« Reply #9 on: July 24, 2007, 11:10:10 PM »
Could you make a base for one team around the defender area, where they would die if they touched, but it wouldnt be the right one for the attackers to cap at, then make another for them to cap?

Eiii

  • Autococker
  • Posts: 4595
Re: Siege Maps
« Reply #10 on: July 24, 2007, 11:14:41 PM »
Where the attackers cap is where the defenders die, and where the defenders die is where the attackers cap. You could add trigger_hurts to kill ANYTHING that touches it, but that'd kill the attackers, too.

So no.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Siege Maps
« Reply #11 on: July 24, 2007, 11:42:43 PM »
Ok, lemmie try to explain this again.

It is basically just like an inverted siege:

Edit:
And yes, I know I spelled "Offense" wrong.

y00tz

  • Autococker
  • Posts: 2742
Re: Siege Maps
« Reply #12 on: July 24, 2007, 11:46:22 PM »
Offence/Offense and Defence/Defense are the British/American spellings, respectively. You chose both British, thus you're fine.
I understand what you're saying... but if the offense spawns with the flag, does that not become the base, thus the defense is not in the base and they die?

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Siege Maps
« Reply #13 on: July 24, 2007, 11:51:21 PM »
No. The defense dies when they hit the base entity. So if yo build a wall around them they would be fine. Notice the double lines. :P

Eiii

  • Autococker
  • Posts: 4595
Re: Siege Maps
« Reply #14 on: July 24, 2007, 11:55:12 PM »
...But then the attackers would cap when they just got to the 'wall'. :\ I think it would be too prone to rushing.

y00tz

  • Autococker
  • Posts: 2742
Re: Siege Maps
« Reply #15 on: July 24, 2007, 11:55:39 PM »
I think I'm caught up now
Sweet, this could be used to make an awesome game mode.. Sharks and Minnows :D

You could have a team spawn at a base with a flag, one has to grab it and run to the other side where it caps, while the defending team sits in the middle on a platform, trying to snipe/take out the flag bearer.  That could work, right?

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Siege Maps
« Reply #16 on: July 24, 2007, 11:56:12 PM »
...But then the attackers would cap when they just got to the 'wall'. :\ I think it would be too prone to rushing.

Thats the point, isn't it?

Eiii

  • Autococker
  • Posts: 4595
Re: Siege Maps
« Reply #17 on: July 25, 2007, 12:02:10 AM »
Okay, so you were proposing an entirely different thing. Yep, that works for what you're talking about, but not so much for his request. ;)

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Siege Maps
« Reply #18 on: July 25, 2007, 12:05:45 AM »
You could also have both teams spawn outside the base and make the attacker's spawn points further from the base while the defenders are closer to it. And have it so the defenders cannot reach the attacker's spawn points due to the landscape.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Siege Maps
« Reply #19 on: July 26, 2007, 01:10:20 AM »
I think DirtyTaco initiated a vote for this feature.   Feel free to +1 it in the 2007 feature vote thread.