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Re: Preview: siege_tie1a

Posted: Thu Jan 20, 2011 8:40 am
by lorax
I really like the turret idea. As far as obj ideas, I don't know if it would be practical, but I haven't seen any sort of "escort" objs for siege maps before. Would it be possible to have an npc go along a route and respawn at the beginning if the die? It could be like a reborn boss or something that has a special lightsaber to cut through a wall or door so you have to get him to the place alive. I have no clue if it would work or be fun, but I just noticed nobody had really done that before (unless you count atst or codes, but you actually control their movement so I don't think it counts).

Also I was mainly kidding bout teh stormtroopers, but it wouldn't be terrible to have now that I think about it. Perhaps instead of hacking a turret, a jan hacks a "reenforcement point," and then storm troopers periodically teleport in to help defend.

Re: Preview: siege_tie1a

Posted: Thu Jan 20, 2011 9:55 am
by Max Rambone
That could be an interesting objective.

You must escort some person who has a particular skill to an area to perform said skill.

Sounds cool, tbh....but I already see the dude getting spammed.

~archi

Re: Preview: siege_tie1a

Posted: Thu Jan 20, 2011 10:26 am
by Laser
That's a fantastic idea Lorax xD

But npcs are kinda glitchy so you'd have to make sure the path was smooth.

Re: Preview: siege_tie1a

Posted: Thu Jan 20, 2011 10:38 am
by j3rk
Some of the ideas are either way beyond my skills or would require ton of work (and probably wouldn't be base compatible) but I do like them and will try to incorporate them to some degree. (Entering a tie for shield/ammo cracked me up though tbh. :-))

Re: Preview: siege_tie1a

Posted: Thu Jan 20, 2011 10:53 am
by Turquoise Dragon
Hey, if you can't do something, you can't do it. I think I speak for all of us - we don't expect miracles. Your stuff's been great, and I'm pretty sure this will be, too.

Re: Preview: siege_tie1a

Posted: Sun Jan 23, 2011 7:36 pm
by aƒrÒ
Nice how many maps you just keep making :D, hope to play it with you guys in a pug.

Re: Preview: siege_tie1a

Posted: Fri Jan 28, 2011 11:30 pm
by j3rk
Top post updated with a new pic. Temporary lighting, sorry it's so dark. This new section is kinda like the H3H circular room, but a totally different layout and therefore nothing like it at all. Hmm. But anyway, defense will get a tie to fly around and shoot stuffs in this area (like the O's AT-ST... expert pilot training required). Still not really sure what DEMP does to flying vehicles, if anything.

Re: Preview: siege_tie1a

Posted: Sat Jan 29, 2011 1:37 am
by GUARD!AN
Wow dude, you are a real inspiration with your work. I can't wait to see this map!

Re: Preview: siege_tie1a

Posted: Thu Feb 03, 2011 7:48 pm
by aƒrÒ
j3rk wrote:Some of the ideas are either way beyond my skills or would require ton of work (and probably wohttp://www.jkasiege.com/phpBB3/posting.php?mod ... 8328uldn't be base compatible) but I do like them and will try to incorporate them to some degree. (Entering a tie for shield/ammo cracked me up though tbh. :-))
To see an example of botrouting and how bot animation may work you can take a look at this map.
You will need both the pk3 and the source files to load it in radiant.

http://jediknight3.filefront.com/file/Atlantica;92212
http://jediknight3.filefront.com/file/A ... iles;92213

Also you may find some usefull tutorials here:
http://www.map-craft.com/modules.php?na ... TUT&cid=80

part are in the tutorial section, some are in the forums section.
I haven't tried this out thoug so I can't help u make it.

Re: Preview: siege_tie1a

Posted: Fri Feb 04, 2011 10:25 am
by j3rk
Thanks dudes, for all the encouragement. Botrouting is different than NPC waypoints but I should check out Atlantica... that's a good call. Thanks 'fro. My only fear is that NPCs tend to lag up a map, but I'll play around with it.