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Staredit Network -> UMS Showcase -> fy_iceworld
Report, edit, etc...Posted by greenreaper on 2004-11-28 at 02:10:53
fy_iceworld

This map will be based on fy_iceworld in Counter-Strike 1.6. It's going to be a 3v3 match, possibly with multiple rounds.

Features
-Defiler-based shooting system
You're a defiler that can pick up guns by stepping near them. Each gun has a different range and damage.

-Dropship-based system where you can choose to drop/switch weapons
Click on 'Drop Primary Weapon' to get a new weapon. Switch to your pistol. Switch back to your primary weapon. What else can I say? biggrin.gif

-Ammo System to control shots
Depending on which gun you have, there will be some delay in which you can't cast dark swarm. Also, everytime you fire ammo will be subtracted, and when you run out of a clip, you'll get a new clip. You can buy ammo at a store using the queen's 'spawn broodling' ability to choose what you wish to purchase.

-Health system to differentiate between different kinds of gun damage
As mentioned before, different guns deal different damage. The damage is added to your HP, so you lose HP.

There will also be a 'statistics' display to show how much ammo you have, your HP, gun, and possible allies that are alive. Just imagine the display thing in real cs.

Well...there's more to come as I go along with making the map.
'll also post up screenshots. Please feel free to post any suggestions.
Report, edit, etc...Posted by Red2Blue on 2004-11-28 at 02:34:29
Hum... seems fun...
there are a few things id like to point out tho...
you are using many different types of casting systems... meaning you will have to explain them all in the beginning meaning long start times...

"Features
-Defiler-based shooting system
-Dropship-based system where you can choose to drop/switch weapons
-Ammo System to control shots
-Health system to differentiate between different kinds of gun damage"

okay here is what I can see going wrong....

[im playing this map... Im shooting with my defiler... okay now I switch over to my hot keyed dropship, ahh cant find the gun, must read each unit name, okay good found it 30seconds later, okay good, okay back to hotkeyed defiler, oh no outta ammo, okay switch back, oh wheres the gun? oh there, back to my uh... hum... dead defiler... okay.... that wasnt fun...]


there will be so many things going crazy in there... ppl could start to lose the sense of play... and just focus on how quickly or efficiently they can swap weapons and cast darkswarms....

referring to the gun damage....
Theres different gun damage?
Health?

meaning you could have a gun that takes all life? hum... id like to use that one....
and id bet everyone who plays the game WILL use that one gun.. over and over... abuse the system... you might need a reload delay system... or else I can see it now... a world of Bazookas or something... swarm, die, swarm, die, swarm, die... I WIN!...



but overall it looks like it will be fun... this will be mainly fun for those who are:
1) REALLY REALLY, I mean SO INTO CS that they play it on SC... lol...
2) Know alot about abusing triggers (like me XD).
3) Can learn quickly.
4) Likes trigger styled kills.




keep up the good work... id like to see those screenshots =)
Report, edit, etc...Posted by greenreaper on 2004-11-28 at 17:25:37
Okay, when you have a gun it'll display what gun you have on the screen. (Display Text Message)

In the dropship system you can choose to drop primary weapon, use secondary weapon, and use primary weapon. Nothing to it.

And for each different gun...damage will differ. Yes, lastly there WILL be a delay system (longer delay for sniper rifle, shotgun)
Report, edit, etc...Posted by Daigotsu on 2004-11-28 at 22:24:59
Yah but.....I love the shotgun for one reason...you can shoot it repeatedly without stopping for more than 4 seconds...maybe you should lower the range of the gun instead.
Report, edit, etc...Posted by Red2Blue on 2004-11-29 at 01:24:27
Well thats the problem with using defilers for the range of your guns....

ALL the guns will have the same range... cause you can cast the darkswarm as far as a half screen... so... sniper, shotgun... no difference... might as well use that shotgun...
Report, edit, etc...Posted by greenreaper on 2004-11-29 at 18:08:02
I thought someone would say that smile.gif . FIrst off, I'm using the 12-gauge shotgun (well, the one that shoots slowly...but powerfully). There are locations centered on the defiler for 'shot' range. Obviously, the Sniper Rifle has the most. THis system works well, except I see one problem: Players won't really know the actually 'range' of a weapon unless I display it.... happy.gif
Report, edit, etc...Posted by greenreaper on 2004-12-01 at 19:45:58
Okay, since I have taken a *little* break from working on fy_iceworld, here are some screenshots. I know, I know, I didn't really make good terrain, just very simple square terrain representing fy_iceworld. (Screenshots are animated)

First off: Buy Ammo System, and then a demo of unloading. They are actually bad animations that I created in like 5 minutes.
Report, edit, etc...Posted by Illusion on 2004-12-16 at 16:24:46
yeah sound like a good game hope it works
Report, edit, etc...Posted by IDontChat on 2004-12-16 at 18:03:01
Well finally someone goes and makes a decent CS map for SC. smile.gif
Sounds neat.
I'm guessing you prevent firing while reloading by using energy setting triggers.
Good luck!
And hope you make an Singleplayer version! (because I'm wierd)
Report, edit, etc...Posted by High on 2004-12-16 at 23:23:31
Try and make it look true to CS map, use the snow tile instead of the ice tile, it will remind people more of the map
Report, edit, etc...Posted by Daigotsu on 2004-12-17 at 00:59:32
Will you be putting that little room underneath the top layer in the middle of the map? Sometimes I see it with water and sometimes it's a passageway.
Report, edit, etc...Posted by High on 2004-12-17 at 01:04:10
originalliy it was a water thing, i doubt it would be put into his map, there really isnt any point to it
Report, edit, etc...Posted by Snake)Ling on 2004-12-17 at 20:31:29
About those who ask about range, please look into Tuxedo's UDG System.
Report, edit, etc...Posted by DjDTM on 2004-12-17 at 23:11:46
I had an Idea like this.

A little more simpler though.

On the bottom of the map each players got an inventory.

2 Beacons. Top and Bottm. One is USE and the other is DROP.

All firing units are invincable.

All players control 1 Civilian. When that civilian dies, all your weapons die too.

To keep the firing units from wandering off away from the civilian, is a Move Location trigger. That stays on the civilian.

If any of the firing units leaves the boundaries around the civilian they are Moved back to that location that follows the civ.

The ammo thing. I also had an idea for. Minerals = Bullets, and Vespene Gas = Clips

Also would be easier to just place a building or turret by the inventory for Hotkeying.

1 Hotkey for Civ, and 1 Hotkey for Inventory building. All you would have to do is just move the civ and your units should follow with the Move Unit/Move Location trigger, and attalk on their own.

My explanations are sketchy, but if you have commen sense, you can peiece together what I have, and get a better understanding. I'm just to lazy to write everything, because it would be pointless to all the Advanced map editors.

It would work. But I think your ways are a little complicated.

I'd be willing to help if you need it.

If you know enough about triggering. I won't have to explain how everything should be done.

EDIT: This will also be convenient because the majority of the people that play CS and SC are Asians, and they usualy play both CS and SC.
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