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Old 06-21-2009, 02:46 PM  
Fearlezz
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Exclamation Animus


PLR_ANIMUS (A8) Made by Kim "Fearlezz" Nehzaty
Contact: kimpan7_94@hotmail.com

Contributers:
TerabyteST
Jive Turke...
 
Last edited by Ravidge; 07-24-2010 at 08:08 AM.
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Old 06-21-2009, 10:21 PM   #20
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Though actual playtesting needs to happen to tell exactly how this will play, right now I would suggest keeping normal cart pushing, but cap it at 1 person speed. Any extra speed boost could only happen through killing.
 
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Old 06-22-2009, 01:14 AM   #21
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Stop dying you cowards!

Oh and I agree with shmitz, adding bonus speed with killing would be very nice, although im not sure if you can set it up that way.
 
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Old 06-22-2009, 02:03 AM   #22
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3 Pages in one day, your hype must've worked.

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Old 06-22-2009, 02:29 AM   #23
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Very cool idea. Now I need to know how deaths are detected. The first thing that comes to mind is a map-wide trigger_multiple for each team which has an OnEndTouch output, but that seems kind of messy.
 
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Old 06-22-2009, 02:43 AM   #24
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It just sounds like the payloads are like kill counters in a deathmatch mode, sorta like the reducing rate of tickets in Battlefield 2.

I have to say, I'm not convinced, TF2 is objective-based, and when that objective is used as a kill-counter it just seems to be petty death match. A team will not lose if they stay inside their spawn, and I expect as much from teams that are losing.

The roof setup in the screenshot also looks very familiar, I'm sure I saw exactly the same thing in Borax.

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Old 06-22-2009, 03:01 AM   #25
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You could still make it so that the carts don't move on their own, but have to be pushed, but the pushing speed depends on how many enemies you have killed
 
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Old 06-22-2009, 05:00 AM   #26
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Your points can be correct. But I will not change anything until I've had some play testing first.

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Old 06-22-2009, 09:10 AM   #27
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The only big problem I could see is that this map would be hard to play on servers that are bigger or smaller than what the mp as been built to hold. Lets just say that this was made for 24 people. The timing would work out perfectly. However, on a 32 player server the match would go much fast. Also vice versa on a 6v6, it would take to long.

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Old 06-22-2009, 10:15 AM   #28
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In most gametypes gameplay is already very different between 16v16 and 6v6 matches, but you do kind of have a point there. Maybe some sort of system where cart speed is adjusted to the average rate of kills on the fly. That could not only speed up small matches, but also slow down matches of insane killing (think crits-only server on the extreme side) from ending too quickly. It would also serve to smooth out any sudden changes in team dynamics and might even be a way of handicapping the steamroll effect if you wanted to implement it based on per-team killing rate.

In any case, do you have some sort of graphical indication that the souls are being used as fuel? I'm too hungover at the moment to fully contemplate it, but is there some way you could move a graphic of some sort from where a player dies to the point of the cart so it looks as though the soul is being "fed" to the cart? Not only would that look cool, but it would add another layer of complexity to the cart's movement. When the cart were in hot-spots of lots of death, it would refuel much faster than when it was in more isolated areas. You'd have the effect that killing enemies near your cart would be more advantageous as their souls would reach it faster. Depending on the track layout, this could put the focus back on the cart somewhat.
 
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Old 06-22-2009, 10:21 AM   #29
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Jive brigs up a good point about servers that are all crit/instant respawn. The carts would just fly though the level! There needs to be some kinda formula in place that would auto adjust to the number of kills per second and keep the carts from ending the round in a mater of seconds.

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