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Jul 6 2008, 05:23 PM
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#1
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![]() Rabid Parrot Group: PVKII Team Posts: 1,183 Joined: 12-February 08 Member No.: 3,836 |
Hello, I am CrackaPolly. I am a relatively new member of the team who joined shortly after the release of version 2.0 to help with coding efforts. Anyways, with the release of version 2.1 comes a new gamemode that will put unsurpassed freedom in the way mappers handle objectives and goals for their maps. This is culminated in a new gamemode known as Objective Push. It essentially allows the mapper to have anything in essence be the goal of the particular map. This is done through a series of inputs to info_pvk that allow the mapper ultimate freedom of the gamemode.
The new gamemode is operated by a basic set of options as follows:
Finally to provide feedback to users of what their objectives are a new entity info_objective_point was added. It has a field to specify a texture to render at its location. These can be enabled/disabled as objectives are completed and/or opened up. Here are some examples from the map pvk_helmsdeep created by mapper Jahhur: ![]() ![]() ![]() The whole team is surely excited to see what crazy ideas mappers can produce with these new set of tools and options. In the map pvk_helmsdeep the objective is to destroy firstly the outer wall wall and main gate. Then the fight moves to the main door to the keep. Once the attackers reach inside it is a fight to tear, gnaw, and smash the door to the horn tower upon which the attackers must blow the horn in the deep. If the knights can hold out long enough, though, help will arrive and the attackers will fail. And some shots of pvk_helmsdeep created by Jahhur: ![]()
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Jul 6 2008, 05:33 PM
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#2
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![]() Terminator Group: PVKII Team Posts: 2,336 Joined: 31-July 04 From: New Jersey Member No.: 2 |
Excitement is only one of many great feelings I have about this game mode and the maps to come!
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Jul 6 2008, 06:27 PM
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#3
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![]() Pvt.Parts Group: Senior- Posts: 1,382 Joined: 25-November 07 From: Stalingrad Member No.: 3,585 |
!?
That map looks like the one from Age of Chivalry. -------------------- Best way to lose weight, is using coke. ;)
Best way to lose profile privileges is to have a 1024x819 signature. |
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Jul 6 2008, 06:35 PM
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#4
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![]() Terminator Group: PVKII Team Posts: 2,336 Joined: 31-July 04 From: New Jersey Member No.: 2 |
Of course it does, there are quite a few Helms_Deep maps based off the movie.
This is the same map Jahhur made back in march 07, but with a new game mode. http://forums.pvkii.com/index.php?s=&s...ost&p=65742 -------------------- ![]() |
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Jul 6 2008, 06:36 PM
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#5
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![]() Rabid Parrot Group: PVKII Team Posts: 1,183 Joined: 12-February 08 Member No.: 3,836 |
The only similarity of the two is that they are about a LOTR location.
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Jul 6 2008, 07:26 PM
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#6
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![]() Hairy Buttskuzzle Group: Beta Tester Posts: 1,374 Joined: 27-October 07 From: Germany Member No.: 3,529 |
a working helmsdeep map ! awesome
-------------------- Member of [-vVv-]
http://img118.imageshack.us/img118/3703/skuzzlebutt2wl2.jpg *New Image to come* He will ride across land and time To find a way through this endless night There s a storm in his heart And the fire burns his soul But the wanderers part is to ride alone |
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Jul 6 2008, 08:49 PM
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#7
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![]() Drink RootJack, Play Surf Map Group: Senior Posts: 884 Joined: 19-February 08 From: Massachusetts Member No.: 3,908 |
Will this new version have all 3 teams, or still the 2 like in the earlier version. Can't wait for this gamemode!!
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Jul 6 2008, 09:12 PM
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#8
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![]() Bailiff Group: Senior Posts: 506 Joined: 26-October 07 Member No.: 3,525 |
2.1 should add some much-needed life back into the game. The new gamemodes are sweet.
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Jul 7 2008, 01:56 AM
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#9
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Peg-Boy Group: Senior Posts: 14 Joined: 4-July 08 From: europe Member No.: 4,335 |
cant wait for 2.1
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Jul 7 2008, 03:59 PM
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#10
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Swashbuckler Group: Senior Posts: 256 Joined: 12-August 07 Member No.: 3,385 |
Awesome!
Could you explain what exactly the new possibilites are that you have with the info_objective_point? It sounds like an ordinary env_sprite to me. |
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Jul 7 2008, 04:34 PM
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#11
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Land Lubber! Group: Senior Posts: 21 Joined: 30-March 08 Member No.: 4,134 |
I think I speak for everyone if I say that we appreciate the updates you are giving to us in the dev's journal and we are all eagerly waiting for the new patch. Thank you
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Jul 7 2008, 11:19 PM
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#12
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![]() Rabid Parrot Group: PVKII Team Posts: 1,183 Joined: 12-February 08 Member No.: 3,836 |
Awesome! Could you explain what exactly the new possibilites are that you have with the info_objective_point? It sounds like an ordinary env_sprite to me. Right now the only thing unique is they render through geometry so no matter where you are you will see it, don't think that is possible with a env_sprite. May migrate some things in future patches from other gamemodes. |
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Jul 9 2008, 01:39 AM
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#13
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![]() Skirmisher Group: Senior Posts: 165 Joined: 25-March 08 From: Tyrrhenian Seas Member No.: 4,118 |
!? That map looks like the one from Age of Chivalry. Personally i've played pvk for a long time, and this is a remake of a map with same scenery and the tower with the same horn that gave me 10 score every time i tried to play it. -------------------- "Beware the salty dogs"
*Grammar nazis you've been warned about Muphry's law* |
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Jul 11 2008, 03:51 AM
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#14
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Heavy Knight Group: Senior Posts: 785 Joined: 9-September 04 Member No.: 154 |
FREEDOM
-------------------- "For you, the day Bison graced your village was the greatest day of your life. For me? It was Tuesday."
-M. Bison |
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Jul 13 2008, 03:26 PM
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#15
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ScallyWag Group: Senior Posts: 68 Joined: 25-March 07 Member No.: 3,035 |
From the first pic of the map it does look a bit blocky and as though it lacks some detail. I think if that is sorted out then the map will be even more amazing. Looking forward to this; can't wait for the next update.
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Jul 15 2008, 09:18 PM
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#16
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Rabid Parrot Group: Beta Tester Posts: 1,262 Joined: 25-June 07 From: Crazytown, Flanders Member No.: 3,249 |
QUOTE(newguy @ Jul 13 2008, 05:26 PM) [snapback]141034[/snapback] From the first pic of the map it does look a bit blocky and as though it lacks some detail. I think if that is sorted out then the map will be even more amazing. It's not an official map. Jahhur spent more time on the official ones instead. ;D -------------------- |
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Jul 19 2008, 01:55 AM
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#17
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![]() Heavy Knight Group: PVKII Team Posts: 710 Joined: 14-July 05 From: USA Member No.: 400 |
QUOTE(Banjo Boy @ Jul 6 2008, 01:49 PM) [snapback]140502[/snapback] Will this new version have all 3 teams, or still the 2 like in the earlier version. Can't wait for this gamemode!! I'm wondering the same thing. Is it possible for mappers to only allow certain teams on a map now? |
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Jul 19 2008, 07:08 AM
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#18
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Swashbuckler Group: Senior Posts: 256 Joined: 12-August 07 Member No.: 3,385 |
Yeah you can make maps with two teams now.
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Aug 1 2008, 02:50 PM
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#19
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Swashbuckler Group: Senior Posts: 212 Joined: 8-May 08 From: Germany Member No.: 4,238 |
Hey Guys,
one question: How can i reset the info_player_vikings, pirates, knights when the timer of the objective push mode ends? Situtation: 2 different spawn points for each team. spawn 1 enabled spawn 2 disabled after they finished an objective: spawn 1 disabled spawn 2 enabled everytime the roundtimer ends, spawn 2 is still enabled. i try a func_logic, OnMapSpawn, OnNewRound.......spwan...enable disable...just tried anything but nothing works! does anyone of ya know how to fix this? ya Ben |
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Aug 1 2008, 04:36 PM
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#20
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Rabid Parrot Group: PVKII Team Posts: 1,124 Joined: 13-March 05 From: UK Member No.: 302 |
You could have them spawn in a black room, directly on teleports that go to spawn rooms, where the tele exits are in the same place as the black room, and when the next spawns triggered, tell the teleports to go to different locations
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