Kind of a lame first post but anyway... I am making a Battlefront 2-ish map, but I was unsure how to make objectives 'destroyable'. The only way to really do was to stand inside an objective (territory, capture point, hill, etc). But I had an idea... Tag a fusion coil/plasma battery/vehicle as "terr_object" (a plot in territories), set the spawn time to 'never'. When you destroy the object and it dissapear the territory should also dissapear. Would this count as it being captured, or in other words, if you destroyed them all, is the game won? For an example, here is one of the ships in the map i'm making (I fail at Forge :/). I made a plasma battery inside the 'comm relay' (on top, center) have a fusion coil inside that you can shoot. I did the same for the engines. The Archer missile turret (err.. rocket hog) has a port that you can shoot into to destroy it. Sorry if im being vague.
Hmm... an interesting concept. Basically you want to make generator defense? I haven't had any experience with territories, but when any other objective item is destroyed, it respawns at the next designated location. I am not sure whether or not territories can move or not. You should test this out, as the gameplay could be interesting.
Well I kinda switch to PS3 because of lack of people to play with :/ Only reason I kept my Exbawkz was for Reach. Most playtesting I can do is with 4 players, this map being designed from 6-14 players.
you can still test the mechanics of the map with 4 players. see if it works. it might not be ideal, but you can see if there is a gaping hole in your plans.
Besides the game mechanics, does anybody actually like my shoddy spaceship? Its my first big Forge build. I forgot to take a shot of the 'life support' which is one of the 2 places you capture the 'right' way.
Definitely an interesting concept. If it works, I'd like to attempt a BF1 remake of Endor. However, I have a feeling the territory would remain where the fusion coil/ explosive was (in other words just uses the coil as a position marker)
Well before this I tested it out on a vehicle. The territory remained when the vehicle exploded, but once the wreckage dissapeared, it was gone. Then I won the game. I am trying to replicate Space Battles in Battlefront 2. Once this map is finished and it hopefully works, maybe some more qualified mapaneers can make magic happen with this trick
Did it credit you as taking the territory or just remove one from the game? Either way, it adds an interesting flair. If it simply gets removed, you could stop an opposing team from taking a territory. If it works the other way, you could steal it while they're taking it.
But the key is, did you test it alone? If you tested it alone, then you'd always win because you're the only team, so you're in the lead even with no points. To know if this works, you need two people in the game on opposing teams; then see if the destroyer of the Territory wins -- or if the game ends at all. You don't even need someone else to playtest with you for that -- just sign in a guest on another controller and test. This does seem like an interesting concept. I've always wanted to make a Generator Defense custom game (having liked the strategy of the concept but lamented its limitation to Firefight*)... * So THAT'S why it lagged in the beta. Anything that does or can have AI in it is synched much more strictly. EDIT: I can say with certainty that any "volume" areas (Territories, Safe Havens, Hills) will vanish under the following conditions: The item is a grenade, Health Pack, or Powerup, and a player picks it up. The item is a vehicle, it is destroyed and its wreckage vanishes. The item is a weapon, and is "picked up" when a player already holding a weapon of the same type walks over it to get more ammo. (E.x. a player with an empty Magnum walking over a Magnum-Hill.) The item is, as you discovered, a non-respawning destructible object. The item is an Armor Ability and after it is picked up, its holder dies. [Unconfirmed, assumed] The item is removed from the map due to gametype settings, i.e. a Warthog-Hill being removed when "Vehicles On Map" is set to "None". But they will not vanish under the following conditions: The item is a weapon, and a player who doesn't already have one of the same type picks it up using a button press. (E.x. a player that doesn't have a Magnum picking up a Magnum-Hill.) The item passes beyond some hardcoded kill barrier, i.e. Forge World's water. The item is an Armor Ability, and is picked up by a player. [Unconfirmed, assumed] Things I (or someone else, like you) still have to test: Turret-Hill functionality with respect to turret detaching Does the destruction of a Territory earn points? (You, I think, oughta be interested in this.) Game mechanics with respect to Normal-physics Weapon-Hills When a Safe Haven or Hill is destroyed, Hill status is reassigned. If no other suitable Hills remain, an endless "Hill moved" announcement will loop until a suitable Hill appears or the round ends, whichever comes first.
I got a beta map working on the concept in 'Competitive Maps' if you guys want to experience it for yourselves.
If you are still working on this concept and assuming Cobb's info is correct, I have an idea that might work using destructible territories. Like Cobb said, if you destroy the plasma battery etc, the territory vanishes, so, what you could do is make the area of the territory very large. Specifically, large enough to encompass the entire ship it is attached to. This way, the team that spawns in that ship will gain control of all the territories attached to their ship as soon as the game starts and immediately begin gaining points as a result. Then, when one of the objective objects is destroyed, the team loses that territory and the rate at which they gain points will decrease. Therefore, the team that defends its objectives longer will reach the points cap first (or have more points when time runs out) and win. The only things you need to make sure of is that each ship is also encompassed by one indestructible territory each to avoid the game becoming an annoying stalemate if every territory is destroyed; and also the territories will need to be set to continue to award points even while contested to prevent a single camper from jamming an entire teams scoring. This system would also force each team to keep at least one member on their ship at all times to prevent the enemy from stealing their ship/territories. Good Luck! (Also, this is such a good idea that I may use it myself as well at some point. Hope you don't mind Edit: Typed original response while waiting for DL. Seems you've already done basically the same thing. Looked good to me (Great minds think alike
Not entirely true. I'm remaking my game Maelstrom around Armour Ability Territories. If the player holding the territory dies, the territory continues to exist on their body (albeit in whatever orientation their limp torso is, which is usually sideways) until their body disappears. The territory will respawn on the armour ability when it does, but for some reason, its radius will be invisible (I think it might be like that with anything was long as it does not spawn at the start of the game, though I do know it is with weapons when they spawn after the start of the game). Of course, if the armour ability does not respawn, the territory won't either. Something I think would be interesting is if you have a weapon/objective that is able to respawn while someone is still holding it. Will you have two of the same weapon/objective now?
You mean, like, if you have one Magnum on the map, it's a Territory, and the Runtime Maximum is 2? No. The objective would be whatever instance of the object spawned first. So if someone grabbed (in that example) the Magnum-Hill and then another spawned from that same spawn point, the one being held would be the objective.
I DL'd the map and gave it a test run. For anyone wondering. If you destroy a territory, it simply disappears. If no points have been collected on it, none are given. So I guess it gives dual purpose here. destroy it after the other team has taken it to take away a point destroy the territory as the other team is taking it to prevent them from getting the point
Armor Abilities as objectives are simple... If you take it you are the hill If you die your corpse is the hill If your corpse despawns/disappears the hill disappears/moves Also if a territory is locked then and it is destroyed, it is no longer a point