Unrealistic doors in 1.0


NC17
04-30-2003, 03:57 AM
I just read an interview with a DOD team member (I forgot who) and he said that all doors in DOD 1.0 will open when you walk into them . . .

Why did the team make this decision and will all map submissions for future releases require doors that open when you walk into them?

04-30-2003, 05:07 AM
because they realised it would be confusing for some people to have different doors open in different ways. So they made every door the same. Makes perfect sense to me.

flox
04-30-2003, 05:54 AM
What is unrealistic about those doors? It's rather stupid to have to press the use key to open doors. Auto doors are just the most convenient way. And I love the shootouts when there are 2 guys at the opposite ends of the door :D

And why are you trying to find every bad thing there is about the new release NC17 . The only posts I read from you are negative, this is wrong, that is bad. Play it first before you judge.

Waldo
04-30-2003, 10:08 AM
Reasons snowpatrol and flox give pretty much sum it up. Making all the maps work in a consistent way was part of the process. I'm sure there will be little inconsistencies, but basically if a door worked one way in one map, we wanted the same (similar) door to work the same in another. Same with what a wall did if you could shoot it with a bazooka, etc.

Although I haven't written one, I'd like to have a style guide for DoD maps. It doesn't mean EVERYONE has to make their maps that way, but any map that's official ought to follow the style guide.

Boogieman
04-30-2003, 10:40 AM
Originally posted by Waldo
Although I haven't written one, I'd like to have a style guide for DoD maps.

That would be a GREAT contribution to the community.

Craftos
04-30-2003, 12:36 PM
Auto walk-in-open doors are not so bad. Bad when they auto close.

Do they in 1.0 ?

Kamikazi!
04-30-2003, 12:41 PM
Originally posted by Craftos
Auto walk-in-open doors are not so bad. Bad when they auto close.

Do they in 1.0 ?

Spawn exit doors do. And some others.

Craftos
04-30-2003, 01:54 PM
How they get closed if they auto open on walk and stay that way? Use on door works too ?

Kamikazi!
04-30-2003, 02:14 PM
Originally posted by Craftos
How they get closed if they auto open on walk and stay that way? Use on door works too ?

They have a time limit to close after so many seconds.

2ltben
04-30-2003, 02:48 PM
Originally posted by flox
What is unrealistic about those doors? It's rather stupid to have to press the use key to open doors. Auto doors are just the most convenient way. And I love the shootouts when there are 2 guys at the opposite ends of the door :D

And why are you trying to find every bad thing there is about the new release NC17 . The only posts I read from you are negative, this is wrong, that is bad. Play it first before you judge.
Because by telling the bad stuff you can be glad since there's at least 2x better about it that's good.

redfalcon
04-30-2003, 04:20 PM
in para_steelhorizon, we discovered some interesting things with doors. one of the doors needed to be opened with the use key because otherwise if you were near the door it would open when you didn't really want it to, and maybe blow some surprise attack or something.

and we found a way to delagify doors. the front door to the compound is a double door. we had some trouble getting them to open at the same time so what we ended up doing is placing a null brush 1 unit thick on the ground that stretches out a little ways. we made it a trigger multiple that triggers the door. since you don't have to physically be touching the door, theres no wierd door lag. it opens nice and smoothly every time.

http://hometown.aol.com/sillentthunder05/door

NC17
04-30-2003, 06:20 PM
Not all my posts are negative i just want to know why the team made certain decissions

The doors would be less jerky and beter for gameplay if they were use only and togglable but thats ok :rolleyes:

Cant remember how many time i got stuck when a door closed/opened by itself

Waldo
04-30-2003, 07:06 PM
Hehe - you'd be suprised how many people would run up to the doors that needed use, and just figure they didn't open, then run away.

Mystic Cobra
04-30-2003, 07:08 PM
lol..that promotes learning, and stuff. Have spawns that are in rooms...and if they cant figure out to open the spawn door, they get stuck their until some1 opens it for them. Then they will learn, and out of spawn check all doors :D lol

NC17
04-30-2003, 10:14 PM
Originally posted by Waldo
Hehe - you'd be suprised how many people would run up to the doors that needed use, and just figure they didn't open, then run away.

Yea ahah i know.. and all of those people still have the name "private"

Also with 1.0 will all maps have the same anti-spawn camp system?

The best anti-spawn camp system i have found was to use a trigger and a teleporter that when u enter the enemy spawn you get respawned at your spawn or a location right near the entry to the enemy spawn

I cant stand maps with anti-spawn camp systems like in anzio... :(

Kamikazi!
04-30-2003, 10:53 PM
Most are func_tank mg42s or 30cals then shoot you when you walk into there line of site. There are text warnings that appear within a few dozen meters of getting shot.

NC17
05-01-2003, 04:19 AM
Originally posted by Kamikazi!
Most are func_tank mg42s or 30cals then shoot you when you walk into there line of site. There are text warnings that appear within a few dozen meters of getting shot.

Well i guess thats not so bad sorta like tfc meets ww2 :rolleyes:

Inch
05-01-2003, 04:26 AM
I like the system NC17 proposes for anti camping. :) I used it too in a lot of my (not released because utter crap) maps.

@Waldo: a style guide would be VERY helpfull... Okay, ppl should have their own style in mapping, but a general guide to get the basics right would be very nice :)

RPGreg2600
05-01-2003, 01:39 PM
Or you could teleport them like 1,000 feet over the enemy's span and have 'em splat on the groud and then it could say "this is what happens to spawn campers"

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