Dynamic map modules!

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Sarah_U.
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Dynamic map modules!

Post by Sarah_U. » 24 Nov 2016, 11:28

Summary (a quick, 2-3 sentence summary):
Basically, add sections of the map that can be opened for use around the edge of it. Either by pre-programmed code or admin intervention.
http://imgur.com/GLWm1UF

Benefits (How this will benefit the server and game as a whole):
It will greatly benefit the dynamic of the game by lowering the knowledge of where the xenos may be placing their main hive at landing.
Since the admins could do this process around the map, it would also benefit the gameplay by changing the entire dynamic of travel at will (Marines heading west for assault instead of north, etc).

Details (Description of how you think this would work, the benefits, etc):
Some mapping is infact required, but with programming the wall turfs could be replaced to become turf.
I'm sure that it'll be trickier than I say since Noize told me, but I still believe it'd be worth it.

Implementation (Optional, if you have an idea how to implement it):
Mapping & Programming
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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SagaSword
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Re: Dynamic map modules!

Post by SagaSword » 24 Nov 2016, 11:38

Great mapping skillz, i give it my gratitute, +1
The idea is great and simple, and it's also the perfect place for an OB >:D
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Casany
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Re: Dynamic map modules!

Post by Casany » 24 Nov 2016, 11:44

Where did you get those sprites? They look really close to our servers sprites
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SagaSword
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Re: Dynamic map modules!

Post by SagaSword » 24 Nov 2016, 11:45

Maybe he took the sprites from Apop?
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Sarah_U.
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Re: Dynamic map modules!

Post by Sarah_U. » 24 Nov 2016, 11:47

Well, as written on the imgur, it's just an example. Surely it won't be JUST LIKE THAT.
Casany wrote:Where did you get those sprites? They look really close to our servers sprites
They're older versions of the CM sprites and I had the authorization to use them a month or so ago for testing mapping. I'm not allowed to distribute actual DME and such though, only to post images.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Re: Dynamic map modules!

Post by Jroinc1 » 24 Nov 2016, 21:32

+1
That looks real good, and I like the idea.
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Re: Dynamic map modules!

Post by LordeKilly » 25 Nov 2016, 00:57

Yeah, I could see this being cool and preventing metarushing of caves. Not only this, but it could create an always changing map that could make rounds more interesting instead of marines rushing the same hole and going to the same areas to sweep for eggs. +1
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Re: Dynamic map modules!

Post by Doc » 28 Nov 2016, 01:35

+1

If this is able to be implemented, it would solve a number of problems, but of course most pressingly the marine meta-rush.
My only concern would be the possibility of it at all, but I supposed we can only hope until a dev comments on it themselves.

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Re: Dynamic map modules!

Post by Sarah_U. » 28 Nov 2016, 19:52

I was mostly planning for map edge idea, but generally I think it'd be possible to manipulate the code a bit to make an entire map out of these boxes... Making it rather unique, dynamic and quite interesting, but slightly unbalanced and potentially hard on ZAS (I believe)... Thus I limited myself to an edge-of-map example. Which would represent much more a feasible reality rather than a full-blown 100x100 square, etc.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Re: Dynamic map modules!

Post by Snypehunter007 » 03 Jun 2017, 17:00

Old, lack of continued interest.

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