Jump pads: How are you guys making them?

Discussion in 'Halo and Forge Discussion' started by Nutduster, Dec 3, 2012.

  1. Nutduster

    Nutduster TCOJ
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    My new map would benefit from a jump pad in a specific place. It has to be small and not affect vehicles, so therefore it has to be a trait zone with fairly specific dimensions - the classic jump pad, basically, not just a small room with low grav or something. For anyone that's working with this kind of idea, how are you approaching it - how do you make it visible to players so that they have some idea what they're supposed to do? I'm playing with a few possibilities but I'm not satisfied with any of them yet. I wish we had visible trait zones like there are visible grav zones - that would be a lot easier. Obviously the old method of using an armor ability hologram is gone.
     
    #1 Nutduster, Dec 3, 2012
    Last edited: Dec 3, 2012
  2. ExTerrestr1al

    ExTerrestr1al Promethean
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    make an elevator shaft with a door-like opening, the player will naturally want to jump when entering it. you may even be able to make an up arrow out of some phased objects...

    use trait zone properties of increased jump and 50% gravity. you can also set no fall damage inside the zone. anyone jumping inside the zone will have greatly increased jump height and even after exiting the zone (in the case you want it to be sort a short zone) will still continue jumping up for a while.

    the only trick may be getting the player to realize he/she should be jumping in that area, but some visual cues should make it easy.
     
  3. Nutduster

    Nutduster TCOJ
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    The problem I have is that where this pad is located is the middle of a smallish junction room, so I can't do anything structurally - only visually. The room needs to be kept clear of junk that will inhibit movement through it.
     
  4. Skisma

    Skisma Creative Force
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    This is just a thought, maybe put a capture plate (if we still have those) and then have just te tip of a man cannon showing, just enough to see the particle effect if gives. Players wil be able to distinguish it from actual man cannons because they'll see that there' not enough showing to project them so it must be a jump pad!
     
    #4 Skisma, Dec 3, 2012
    Last edited: Dec 3, 2012
  5. Starship Ghost

    Starship Ghost Promethean

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    what Skisma said, I was going to recommend using the particle effect from a man cannon coming out of the ground or wherever.
     
  6. Nutduster

    Nutduster TCOJ
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    That's actually about what I have now, basically - a capture plate with the particle effect from a teleport receiver instead of a man cannon. Might try the man cannon to see if it's any better.
     
  7. ExTerrestr1al

    ExTerrestr1al Promethean
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    or if you can make it square, use four two-way shields as an indicator, with a capture plate too... i like that idea.
     
  8. SpartanPeter

    SpartanPeter Around the Block

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  9. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I was just about to post that, you crazy kids circulating my videos :p

    Anyways, that's the easiest, most sensible way to do it as far as I'm concerned. You can just do a capture plate or teleporter for the pad itself, maybe sex it up with some dominion wires, and then boom, you've got a jump pad.
     
  10. Nutduster

    Nutduster TCOJ
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    Two problems with that - one, you wouldn't be able to shoot through it, which (at least on my map) is not desirable; and two, that's a whole lot of budget for one jump pad.
     

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