strange paratrooper map idea


caboose
03-30-2006, 04:49 AM
Ok i would love to some point see a paratrooper map in dod source, but until they make one, i want to make my own version.

either the idea will be to jump out of an aircraft and land on the ground to run and cap flags.

or you jump out, and have to fall through flag cap areas to capture them, before you squish on the ground.

i know its an odd idea but it could give me a lol to make it and watch players squish.

now is there any way of doing the following:
map a block (ground) deal zero damage if you hit it. So you dont get fall damage.

any way to make a see through block that you can pass through, but would slow your fall, as if there was less grav?

anyway to make a teleport brush that says once you pass this area, move to this location?
so you jump out, pass through a flag, and apear back in the aircraft to do it again..
if you miss the flag however you go squish

[oap]Agent_S
03-30-2006, 09:45 AM
One one of my next maps I was toying with an idea like this, I have been thinking about it for months,

Basically the allies spawn in a plane and jump out, xx units off the ground is a trigger with a chute opening sound and a gravity change entity. I know there used to be one as I made a matrix style kung-foo room for CS years back with low grav in the middle.

the problem comes if a player can get back into the low gravity area and jump its gonna look c**p and if its too high ppl wont slow down but squish to their deaths, its gonna be fun testing if I ever get it to hammer :)

otF yetihw
03-30-2006, 10:55 AM
or you jump out, and have to fall through flag cap areas to capture them, before you squish on the ground.

that sounds like a lot of fun lol, pilotwings meets dod.

Other problem that immediately comes to my mind Agent is that you will feel like you have a parachute but will be able to see other players floating down without a parachute.

caboose
03-30-2006, 11:36 AM
well i found some gravity item but i tried setting values and it didnt work, so next i tried teleporting...now teleporting works well...however you keep your momentum...so you jump out, hit the trigger point, teleport just a foot above the ground, still moving at terminal speed so you go squish :-(

arg

does any one have a vmf i could look at?with some gravity areas.
cause im a total noob at this mapping business

Caldbeck
03-30-2006, 12:03 PM
i ave seen this floating to the ground idea done, but it was in 2.1 (i think it was 2.1). Not got the fogiest how it was done though.....

caboose
03-30-2006, 12:17 PM
ok never mind i did it, you jump out of the aircraft, into a low grav area, and just as you hit the floor it goes into normal grav, and stays in normal grav.

so watch this space for a bridge assault paratrooper map!

otF yetihw
03-30-2006, 12:31 PM
How did you get the low grav working.

I couldnt get the trigger_gravity to do anything, but I was having some fun trying out using a func_conveyor and a func_playermovement to make you glide gently down without being able to jump or crouch... works quite nicely actually :D

Tell me how you did gravity pleeease

caboose
03-30-2006, 01:09 PM
ok i just mocked up a random map for dod source with the gravity areas.
download here as it may help u guys designing ur maps...but remember "im making one too!"

http://www.mrsacln.huhbw.com/downloads/paratrooper.vmf

Volvulus
03-30-2006, 01:20 PM
Wow thats actually pretty cool, I think that a problem would be spawn killing, like them camping where the float down from. anyways very creative.

otF yetihw
03-30-2006, 01:59 PM
Does anyone else get this with firefox, when you click on a link to a vmf it opens it up as text rather than downloading it :O

Cheers caboose

caboose
03-30-2006, 02:29 PM
i use IE so i wouldnt know.
in future i will zip it to help out the firefox users :-)

arg im annoyed now

i cant get ambient_generic to work
i have tried most of the sounds in the list (including raw ones), but the only sound that worked in game was that of a tank moving past

other wise its going well
i got a cruddy looking aircraft shape in the sky.
i jump out, glide to earth, land in normal grav. run and cap the flag :-)

Likely i will defend the spawn area with a sharp hill so the allies can die when jumping out, but once landed will be safe till they advance.
likely i will put the axis in a static bunker position, so they cant get to the flags, but the allies have to advance on the flags, infront of the bunker.

my secondary idea is a capture the bridge exercise.

otF yetihw
03-30-2006, 02:52 PM
One thing you must be careful of is putting the plane too low. Its got to be quite high up to make it at all realistic, but then there are issues of vunerability whilst falling and also about how high you want to skybox to be (could impact on compile times).

Ace_McGirk
03-31-2006, 12:51 AM
Originally posted by caboose
i use IE so i wouldnt know.
in future i will zip it to help out the firefox users :-)



other wise its going well
i got a cruddy looking aircraft shape in the sky.
i jump out, glide to earth, land in normal grav. run and cap the flag :-)



just righ click the link and "save as"


on the plane deal,..can anyone in these forums take the skybox planes and scale em up 16x?(or more) and kill the animations?(just a static model) this would be cool as I too have a para idea I want to try......

caboose
03-31-2006, 01:15 AM
Originally posted by otF yetihw
One thing you must be careful of is putting the plane too low. Its got to be quite high up to make it at all realistic, but then there are issues of vunerability whilst falling and also about how high you want to skybox to be (could impact on compile times).
ill make it so the area you lan in is a safe area, that the axis cant get into, but as for falling.....the axis will have an ok ish line of fire so i may put the aircraft low so the axis dont have a long time to aim at the distant targets.

making the aircraft model is the hardest thing at the mo cause it just looks like an aircraft shaped box at the moment lol.

and the sounds still wont work

caboose
03-31-2006, 02:38 AM
does any one have info on why ambient_generic sounds wouldnt play in game.

also does any one know how to disable/enable spawn points once a particular flag is captured?

this way i can force the axis back after capping some flags

caboose
04-01-2006, 11:14 AM
im trying to make 100% cloud cover on my map, using both func_smokevolume,and env_fog_controller.

now smoke looks a bit tacky. and fog creates for everywhere, and all i need is a thin layer, of very dense fog. that you cant see through whilst you pass through it.

any ideas?

summit
04-01-2006, 05:32 PM
Is it possible to change directions with the shoot? That way you wouldn't be so vunerable if you're moving about the place.

Lappy
04-01-2006, 07:11 PM
This is an awesome idea well beyond my ability as a mapper lol.

As an idea to combat the spawn-camping issue, you could limit the Axis to one MG or maybe 2, with no snipers, and accellerate the respawn rate of the allies.

That way you have a Normandy-like drop with allies pouring out of the sky on parachutes while the Germans try their hardest to mow them down.

It would be hell on the allies K/D ratio, but the atmosphere would be killer!

caboose
04-03-2006, 01:54 AM
I cant work out a way to actually parachute so i just use low grav when you are falling, so you can change direction as you fall down, but you cant move out far from the aircraft.
the axis should have hard time shooting you as you jump as you are falling through clouds and there is a wall defending your spawn.

The axis are confined to a bunker complex that has only 1 entrance/exit so i wouldnt expect them to get out and to your spawn very easy.

Now im still fooked with ambient sounds.
I set a sound like an aircraft going past (default sound in hammer)
but in game they wont play.
do i have to put the sound on my server and force clients to download it?
As when i set the ambient sounds to burnout, i can hear it, as i already have this sound in my dod source ambient sound list

Wintermute
04-03-2006, 05:00 PM
The thing i would be careful about is the massive choke that would create for the allied spawn. If there is just one person AFK or whatever, they may block the exit to the plane. This would lead to a lot of TKing and revenge, especially on public servers. And if just ONE person drops a grenade... I think you get the idea. Maybe instead of having to jump out of an aircraft, have the allies spawn in midair NEAR the plane so it looks like they just jumped and you don't have to worry about choking up at the door. Just my $.02 . Good luck tho. I know that jumping out of planes has been an idea that's been attempted in the past without much success, so if you can pull it off more power to ya. Good luck!

caboose
04-04-2006, 02:04 AM
yeah i thought about this too. the tking would be an arse.
ill try out the map once its done, if its a problem, i will scatter the paratroopers over the map a bit more

wickit
04-04-2006, 04:10 PM
Originally posted by caboose

Now im still fooked with ambient sounds.
I set a sound like an aircraft going past (default sound in hammer)
but in game they wont play.
do i have to put the sound on my server and force clients to download it?
As when i set the ambient sounds to burnout, i can hear it, as i already have this sound in my dod source ambient sound list
Its a bug
ive tried every trick to try and get ambient sounds to work.

search my previous posts on the subject
also look here
http://developer.valvesoftware.com/wiki/Source_SDK_Bugs
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