Speaking of this "Alamo" gameplay type


{GL}DoubleD
03-23-2004, 04:59 PM
after reading about the "alamo" gameplay style mentioned in another post, I had a few ideas... I have a finished map that could easily be turned into that style...

dod_burgandy (copyright - ME, suckafoo!)

Basically, the axis spawn on either side of a low-ground vineyard. Up a large hill (almost beach map style), lay a large chateau. Behind this chateau the allies spawn. To the left of the chateau there's a small stream, to the right there's a small grove of trees.

Currently, the map is set up where the Axis are counter-assaulting the chateau (which was taken earlier by the allied forces). They must capture the grove, the vineyard, and the front and rear sections of the chateau. After the Axis capture the vineyard, their spawns are moved to "surround" the defending Allies. The Axis spawn both in the stream, and in a small area behind the grove. At all times, the Allies may NOT leave the chateau and grove areas.

It's all against time at the moment, but I can easily make rid of the capture points (except for the vineyard, which would simply prove as a method of getting your troops to spawn around the defender) and add "lives" to the Allies side.

Story will change to something like: "A small group of US soldiers have taken refuge in a hillside chateau during a midnight artillery raid, with the plans to ship out and join the rest of their unit at sunrise. However, as the sun peaks over the landscape, a large group of Fallschrimjager (sorry, sp?) march towards the chateau. Their intentions are to set up a radio HQ."

.. I can do that fairly easily... though, I would rather rebuild the entire map from scratch, as it has some pretty bad brushwork, and some nasty r_speed hits..

..anyway, if anyone thinks this is interesting, let me know, and I'll be glad to start work on it. Also, feel free to post any other map gameplay ideas or alamo-style maps you yourself feel like making.

Capt Winter
03-23-2004, 07:06 PM
Awesome idea, has great potential, inside the chateau you could add a celler in the bottom possibly with a tunnel leading somewhere else.

Gorbachev
03-23-2004, 08:01 PM
Map ideas thread anyone?

VoodooChild
03-23-2004, 11:33 PM
....you can move this along to mappers ideas thread, and will never get read. "Alamo" style maps sounds fun and thrilling. I've got some inspiration.

Someone post a trigger sequence that shows how to switch the teams sides so people can work on this. Didn't Mardymouse have a tut on this? /me checks

Excellent Excellent idea. I've pondered it myself, and after hearing someone talk about it, sounds great.

VoodooChild
03-23-2004, 11:40 PM
ok here are the "nitty gritties" of the concept from mardymouse.co.uk

http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=24

Try making a small map to test if it works first
Insert a timer entity and make it for about 3 minutes at which point it "targets" your spawn swap trigger.

I think I have a small map prepared for this already :) Buzz me if you wanna help me out with it.

Peace

{GL}DoubleD
03-24-2004, 12:05 AM
Sweet.

Actually, I was looking for something like this:

Team A Defends.

Team A does NOT have unlimited spawning.

Team A players have X lives. Once all lives are gone, player is knocked out for the rest of the round.

Team A must survive for the alloted time and defend their objectives to win!

===

Team B Attacks

Team B has unlimited spawning.

Team B must eliminate all of Team A or capture all of the objectives to win!

Team B must do so before timer expires.

===

The whole reason for the Team A not unlimited spawn/Team B unlimited spawn ... is to create an "Us guys Versus an Onslaught of Them" feel. This method can be altered in many different ways... the hard part is making it NOT like the para gameplay, which it is very close to being already.

Any thoughts?

Ginger Lord
03-24-2004, 12:27 AM
I was working on something like this before Shane put his idea, Ill let Voodoo do that one...Ill figure something else out for mine :D

VoodooChild
03-24-2004, 01:02 AM
well after messing with the triggers a bit I came up wondering if making 1 team (defense) not respawnable and the other team (offense) REspawnable. And then switching it. Im not sure if that will work. Probably not ( :( )

-- ok that wont work. HOWEVER. Since we can control the amount of spawns, we will make it so itll make 1 team have 16 spawns (so in a full server, 1 spawn per team) and the other team about 2 - 3x the amount.

Mythic_Kruger and I are testing this right now. Ill check back here.

VoodooChild
03-24-2004, 02:54 AM
BAH, I wish they would let us target the info_doddetect variables that allow infinite respawns.

this would be a dream come true.

Glidias
03-24-2004, 04:49 AM
If you're talking about "firing" the info_doddetect whenever you want, too bad, the info_doddetect does not have a targetname property. In order to "fire" the info_doddetect (ie. the new existing one), you'd have to restart the round!...As for respawns for the defending team, you could either allow no respawnings -or- limited respawnings using some sort of method...(hmmm..)

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