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pocketwatch/stopwatch map brainstorm

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tazinator

Posts: 351

Joined: Fri Jul 05, 2013 7:35 pm

Post Tue Nov 19, 2013 1:52 am

pocketwatch/stopwatch map brainstorm

I want to make a clock map.

or a stopwatch. or pocketwatch

need ideas
Forsure:the nexus will open 12 times
but I really have no idea what else can or will happen on the map. Moreover 019 is coming and that makes this harder on my head.

Image

Here is an image of what I've got so far. It's a really basic layout, but you can definitely see the outline of a pocketwatch.

What I'm looking for is the mechanics. I want it to start at 12 o clock
And have something happen at 3, 6, and 9 o clock! (Perhaps with 019 Levelgen..?)
The event would be different at each junction and continue on until the next event
Spawn points are annoying me too, but they are very minor :D
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
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Lone Wolf

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Posts: 157

Joined: Fri Mar 18, 2011 7:44 pm

Location: /home/muddy

Post Tue Nov 19, 2013 2:03 pm

Re: pocketwatch/stopwatch map brainstorm

When it hits 12 (presumably the last event) there should be resource item spam and engineer abuse.

But for real, you should add asteroids at one of the events.
Image
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Fordcars

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Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Tue Nov 19, 2013 4:12 pm

Re: pocketwatch/stopwatch map brainstorm

You could have some GoalZone arrows like a real watch with a levelgen, that would be cool
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bobdaduck: uh, it likes you.
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tazinator

Posts: 351

Joined: Fri Jul 05, 2013 7:35 pm

Post Tue Nov 19, 2013 4:50 pm

Re: pocketwatch/stopwatch map brainstorm

Ford = Genius. I will indeed have arrows :D
edit: I stuck a rotating speedzone in the clock. I didn't think of goalzone arrows, will those require a special game mode?
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
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sky_lark

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Posts: 1890

Joined: Wed Mar 10, 2010 6:00 pm

Location: North Carolina

Post Tue Nov 19, 2013 6:15 pm

Re: pocketwatch/stopwatch map brainstorm

You could expand the map to include a person holding or wearing the watch. That would give you a larger playing area. If you're struggling with levelgen, it would also give you room to have special areas for each of the hours.
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tazinator

Posts: 351

Joined: Fri Jul 05, 2013 7:35 pm

Post Thu Nov 28, 2013 11:09 pm

Re: pocketwatch/stopwatch map brainstorm

I've put that particular map on hold for now I have too much trouble working with it. I'm building a new clock map from scratch! It's coming along nicely.
List of stuff to do
• Levelgen (Move flag spawn as clock hand moves around), make the surprise
Bobdaduck and Thread have been helpful.
• Pick a game mode. Game mode decides how spawns and other objects are placed on the map.
• /testmap
• /prettymap

Here is a screenie :D
Image


Now I will offer some thoughts on game mode pick
Bitmatch: Not sure how would work
CTF: Current mode, should work. Probably remove turrets
Core: Red cores on outside instead of flags, I can see red guard their cores with their ships themselves. Blue, IDK.
HTF: The blue flag is supposed to move around the clock as the hand moves. Just replace with neutral flag. As for red flag.. IDK!
Nexus: Now this is interesting. Nexus is a horror story waiting to happen. Again, replace blue flag with neutral flag spawn!
Rabbit: That was original idea. Just stick it in the core, remove the team aspect. Whoever spawns in the core is the rabbit :D
Retrieve: idk
Zone control: idk
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002

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