Whilst this is pretty much geometry complete, I just don't feel that great about it. It's not ugly in any particular way, but I can't really think of much to do to make it "pop". (And one tower is massively unbalanced, which I'm trying to fix) (I am totally open to any suggestions from folks, in short - do I add cannons to make it like an actual fort? Do I surround it with lava, call it Hellmouth and set in the underworld?)
See's people posting pictures of there maps. Thinks about posting a picture. Doesn't take the bait. Should be playable by Monday at the latest.
it's all good. I understand the thing about needing to stop briefly, but that is just the best case scenario for any item that one would "hold" that is not a ball. The only way we could do it othrewise would be wit ha ball, and that leaves you unable to shoot and stuff, so I opted for this method. (.10 sec travel time is best we get in forge. wish they would give us .05 like the timing intervals) Or, instantaneous travel, like a respawn. You can instantaneously reset th eposition of a piece, but you cannot instantly move it. So, this just give syou a need to do a slight pause, but if you get used to it, it can be workable. EDIT: I Think I will make another attempt at making the pause less necessary. But, imagine this, there are 6 invis switches arranged in a circle so that no matter the orientation o fthe player to the world, he can press a button. The problem stems from the delay mentioned above, which can't be fixed. However, if we either add something like 8+ more switches, making a larger circle around the player, when he sprints or moves much, it should still give some coverage. I did test this some in the early stages, and it did not pan out that well, but I'll take another stab at it. (keep in mind, that 8 more scripts with 3 scripts on each, means 24 more scripts to the already 62 scripts for this item, so may not be worth it.) The other option is making the existing switches lead you as you run, but not lead you as you don't r un. That's some tricky logic, though!
Does anyone play multi-team? Like, on purpose? do most of you design maps with specifically, RvB in mind and desire to possibly disallow people from choosing other teams, but still want dynamic spawns? I hate the fact that, if playing on anyone's map but my own, I cannot force someone to stay red or blue. When it's randoms (PC) they often times will not comply with the host's requests to balance teams... In castle wars reforged, I did not include any neutral spawns, but that works because of the design of two castles and a bridge. You NEVER want to spawn blues over on the red side, for instance. But, in arena maps, you do need dynamic spawning, so would you be in terested in adding a pre-fab to a map that repeatedly killed non-red/blue players and gives them a Nav point that says "Go to" and switches between red and blue? The idea is that this tells the player, who doesn't know why they keep dying, a few seconds to see the nav, it tells them essentially "Go to red or blue", and they can change back... Is this too punishing, and is there too much of a need for multi-team on most maps that you would not want to include a feature like this? (I already have it working, but never shared or implemented it)
I thought so... the thing that sucks is if you start a match, one guy joins, you are both red / blue. Then third person joins and they want their own team, so they pick green. Then, fourth person joins and they get randombly placed on one of the teams, usually seems to be the 3rd or 4th team. Then, if you ask people to change it up, they say "I cna't" or "I was here first". I warn them that the room will be shut down if they won't change, then I end the match and boot the players... really sucks as a routine when you are just trying to have a decent match with somewhat balanced teams.
I know that INFINUT has an anti team switching prefab in his files. It's a kill box with spawns for every team but red and blue, so if players switch to yellow mid match they just keep dying in a loop until they figure it out and go back to red or blue. Harsh? Maybe...but that's what you get for being the only yelllow guy in a red vs blue game. I hate team switchers
One a Halo 3 doubles tournament at Play N Trade exclusively playing from the brown team because it gave us ****ed spawns but nobody could predict them. The team we played in the finals was the only team to actually say something and we switched to blue.
Nice! I actually built something like that before I realized there is a much easier way to kill them. I'll post what I made so people can use it if they choose... My prefab will be 1 piece lol (with a junk piece because you can't prefab just one piece)
I'll be posting my elephant map tonight. I know it's ready because everyone is giving out preferences instead of feedback