Wirehead Studios

Wirehead Modifications => Generations Arena => Topic started by: ConfusedUs on 2004-10-05, 20:29



Title: 99e Maplist Sumission Thread
Post by: ConfusedUs on 2004-10-05, 20:29
As seen on the GenArena homepage (http://www.wireheadstudios.org/generations), we're taking submissions for custom settings on a per-map basis!

Here's some examples

Example #1:
Code:
gen-q2dm1
{
fraglimit 20
timelimit 25
genflags 23
dmflags 64
bot_minplayers 3
}

This would set up gen-q2dm1 (The Edge Revisited) as Strogg-only, powerups drop, and the obvious frag/time limits and up to 3 bots.

Example #2:
Code:
Genstart2
{
fraglimit 20
timelimit 20
genflags 31
dmflags 64
bot_minplayers 6
}

Same setup as before, with random-only (what better for Eternal Arenas, eh?) and 6 minimum players.

Example #3:
Code:
q3mckinley
{
capturelimit 5
timelimit 30
genflags 64
dmflags 10304
bot_minplayers 4
g_hookthrow 650
g_hookpull 650
g_redteam slipgate
g_blueteam strogg
}

This one is more complicated. Time and caplimits are obvious. Genflags 64 enables class-based teams. Those teams are defined as slipgate and strogg by g_redteam/g_blueteam. There's a minimum of 4 players. DMflags enable grapple, among other things. The grapple flies and pulls at 650 units/second. (Q2CTF settings)

Note the syntax as well. Mapname first, then open bracket, then the variables, then the close bracket. Each item on its own line. This is important. ;)

So there you go. This is your chance as the GenArena community to actively play a role in Gen's development.


Title: Re: 99e Maplist Sumission Thread
Post by: Tabun on 2004-10-05, 20:59
Code:
req2dm3v2
{
fraglimit 0
timelimit 0
dmflags 2
}

 :thumb:  ;]


Title: Re: 99e Maplist Sumission Thread
Post by: ConfusedUs on 2004-10-05, 21:00
aww tab, can't you at least be serious? :)


Title: Re: 99e Maplist Sumission Thread
Post by: Tabun on 2004-10-05, 21:01
Sorry Con - I just.. had.. to ;)


Title: Re: 99e Maplist Sumission Thread
Post by: games keeper on 2004-10-05, 21:13
can we put the gametype in between the lines to ??

other question .

for the g_redteam , g_blueteam .
will gen ever future other symbols for all genclasses , I dont like the old school  ctf flag symbols so that we can change the teams and flags  like in team arena .


Title: Re: 99e Maplist Sumission Thread
Post by: scalliano on 2004-10-05, 21:19
gm3tourney2
{
timelimit 20
fraglimit 0
dmflags 0
genflags 27
bot_minplayers 4
}


Title: Re: 99e Maplist Sumission Thread
Post by: Phoenix on 2004-10-05, 22:25
A few things to keep in mind...

1)  DO NOT include gametype changes in the rotations.  There are separate rotation files for each gametype.  Calling a gametype change from within a map rotation will cause the server to switch to the other rotation file when the gametype changes.  This means anything past that point in the first rotation file will be ignored, so don't do that.

2)  bot_minplayers is DOUBLED for team games.  if you set bot_minplayers 3 you get  6 bots in TeamDM or CTF until real non-bot clients join.

3)  If you want to control how many maximum players are in a team game you can use g_maxgameclients to limit the number of people actually playing, and g_teamforcebalance 1 to ensure teams don't stack too heavy to one side or another.

4)  Remember, any cvars set on a map will remain persistant until reset on another map.  If we set dmflags or genflags, fraglimit, etc, on one map we'll need to set them on every other map within a specific gametype.  Important to remember especially for random map rotations.

5)  If you do a callvote on any settings that are scripted you MUST callvote either a new map or a map_restart afterwards for them to take effect.  If the map exits normally any settings that have been voted on will be overwritten by the script for the next map in the que.

6)  Suggestions are just that.  We reserve the right to edit for mistakes and/or bad judgement. :)~

Those are all the cautionary notes I can think of for now. :rules:


Title: Re: 99e Maplist Sumission Thread
Post by: ConfusedUs on 2004-10-05, 22:33
Thanks for the further explanation ;)


Title: Re: 99e Maplist Sumission Thread
Post by: Tekhead on 2004-10-05, 23:10
This looks like work...damnit...


Title: Re: 99e Maplist Sumission Thread
Post by: Assamite on 2004-10-06, 05:54
Can bot_minplayers work with random-only? :huh: Edit: Apparently, it does. But it doesn't force random class for bots. Hmm.

Also, what makes Deadmeat a Doom map? Doesn't seem to fit the generation...

Also, can you make repeat entries? Say that I want Doom-only DM AND all-classes GenDM on Dead Simple.


Title: Re: 99e Maplist Sumission Thread
Post by: Phoenix on 2004-10-06, 07:19
Bloody water all over?  Didn't you play DOOM?!?


Title: Re: 99e Maplist Sumission Thread
Post by: Assamite on 2004-10-06, 07:23
Didn't get past Episode 1. The environment doesn't resemble Doom in the least, anyway, and it resembles Q1 in terms of environment and gameplay anyway. Traps and remote triggers, anyone?


Title: Re: 99e Maplist Sumission Thread
Post by: Phoenix on 2004-10-06, 08:38
Quote from: Assamite
Didn't get past Episode 1.
Shame on you!  All you've seen is the Phobos base.  Believe me, Doom's environments change radically in Episode 2 and 3, and Doom II even more so.


Title: Re: 99e Maplist Sumission Thread
Post by: scalliano on 2004-10-06, 19:58
Deadmeat looks nothing like Q1. Besides, judgements like that cannot be passed based solely on the shareware episode. Or did you buy the game and are just crap at it? :D


Title: Re: 99e Maplist Sumission Thread
Post by: Tekhead on 2004-10-06, 20:41
Quote from: scalliano
Deadmeat looks nothing like Q1. Besides, judgements like that cannot be passed based solely on the shareware episode. Or did you buy the game and are just crap at it? :D
Of course Deadmeat looks nothing like Q1 - it looks  :doomed:


Title: Re: 99e Maplist Sumission Thread
Post by: Assamite on 2004-10-07, 02:59
I never recalled any squash-traps in Doom. Nor did I recall any two-tier maps.

Will someone answer my other question?


Title: Re: 99e Maplist Sumission Thread
Post by: Phoenix on 2004-10-07, 03:33
Doom had crushing ceilings on E2M2, E2M4, to name two prominant maps.  As for two-tiered maps, remember Doom had some fairly severe engine restrictions.  Sectors could not exist one on top of another.  Elevation changes could only be accomplished by stairs and/or elevating platforms.  Doom II had several maps where you had upper and lower areas that played fairly independantly but overlooked each other.  You had to access the upper area by an elevating platform, stair, or specially placed teleporter, and you could always hop back down to the lower area.  In this respect there were two-tiered areas in Doom.


Title: Re: 99e Maplist Sumission Thread
Post by: ConfusedUs on 2004-10-07, 05:20
To get things back on track, here's another more:

Code:
q1dm4v2
{
timelimit 15
fraglimit 50
dmflags 33216
genflags 27
}

The Bad Place, time/fraglimit is obvious, DMflags (powerups drop, no footsteps, spawn farthest, force respawn), GENflags (Slipgate Only)

Should make for a fast and completely hectic match

From here on out, PLEASE only post your submissions or discuss others' submissions here. Let's not get sidetracked.


Title: Re: 99e Maplist Sumission Thread
Post by: Assamite on 2004-10-07, 06:38
I SAID, can we have multiple entries for a single map on the same list?


Title: Re: 99e Maplist Sumission Thread
Post by: ConfusedUs on 2004-10-07, 14:22
I'd rather not


Title: Re: 99e Maplist Sumission Thread
Post by: scalliano on 2004-10-10, 19:26
Quote from: Assamite
I never recalled any squash-traps in Doom.
They aren't in Episode 1. Plus, what's wrong with making use of the new eninge to have multiple floors? Just look at MKsteel to see what I mean.

Meanwhile back at the topic:

lun3dm3
{
timelimit 15
fraglimit 0
bot_minplayers 4
dmflags 0
genflags 29
}


Title: Re: 99e Maplist Sumission Thread
Post by: Vadertime on 2004-10-26, 22:16
I know this is a little off topic, but did anybody ever look at my duke maps? I know duke is ancient history but I still think you could make good use of some of the stuff in those maps for generations. Duke had severe limitations but I found ways to get around some of them. If you want to see the worst crusher trap in doom history, look at final doom, tnt map 14, the steel mill. There's a crusher there that is very large and you have to run under it to get a necessary keycard. Crushers were fairly common in doom, at least in the later episodes and in doom2 or final doom. Another bad one is in tnt in level 29 in the river styx map. A keycard is guarded by a crusher made from about 2 dozen peices all moving independently.


Title: Re: 99e Maplist Sumission Thread
Post by: Tabun on 2004-10-26, 22:23
Yes, you've pimped/plugged your duke maps quite a lot. Not to poop your party or anything but:

1. Duke3D has nothing to do with what Generations. In any way. At all. Ever.
Nor does it have anything to do with Doom crusher traps?
2. Maps included with the original games, or maps that were very popular (globally) for one of the ID games add to the nostalgia effect, most (amateur) user created maps do not.
3. Your post (and - damn - now, mine too) is off topic, but I see you knew that ;]


Title: Re: 99e Maplist Sumission Thread
Post by: ReBoOt on 2004-10-26, 23:17
Why not simply let this thread die? since 99e already is history? :) and that was really  :offtopic:  hehe


Title: Re: 99e Maplist Sumission Thread
Post by: Vadertime on 2004-10-27, 06:39
Hey, I did mention doom crusher traps. I'm trying to think of some nasty ones. The reason I "pimp" my Duke maps is because they had some really cool shit in them. If I could I would redo the maps for Generations or at least parts of them. Maybe even put in some crushers. AS I'm sure I said before, I tried gtk radiant on my computer and it refused to work. I'm sure if it had I could make some Quake maps simply too hot for you to handle. Since you like doom crusher maps so well, why not get somebody to make a remake of the steel mill from final doom?


Title: Re: 99e Maplist Sumission Thread
Post by: Tabun on 2004-10-27, 10:43
Reboot: this is for 99e's update, so it's not history yet ;]


Title: Re: 99e Maplist Sumission Thread
Post by: Tekhead on 2004-10-27, 20:16
True, but this all seems like a huge chunk of unnecesary code that could be done without.

I really like the current map rotation script, I just strongly dislike tourney/tdm maps for FFA games.


Title: Re: 99e Maplist Sumission Thread
Post by: Gnam on 2004-11-22, 09:00
I kinda agree with Tek. It's nice to have all these options for the map lists, but I think the default options are more or less fine with everyone. When you start having different settings for each map, I would imagine it would become confusing having to switch gears and figure out the changes every new game.

What would be nice is to have a couple extra rotation lists on hand for forum games and the like, based around certain themes. For example, you could have a "forced class" list where every map, everyone had to play the class for the map (ie Doom on dead simple, Slippy on Bad Place etc). Other than the forced class, not other setting would change. That way, there's no getting hung up on all the individual details, and everyone knows what's going on every game.  Then you could make a set based on other isolated changes and what not, and you'd have a couple different custom rotations on hand.

That way, any time you wanted to switch things up with something like "forced class night" on the forum games,  you guys (the admins) wouldn't have to spend so much time setting up before hand, you'd allready have it ready. Another thing that might be nice is if these lists could somehow be voted in by players in-game, though that might be too complicated at the moment.

Anyway,  back to what Tek was saying, I'd have to agree. The only major gripe with rotations I have right now is getting stuck on a tiny 1v1 tourney  map when the server piles up with 15 people, then durring 1v1 or 2-3 player FFA, some gigantic map like Pain From Spain will pop up. If there was some way to have the server rotate based on player count (ie it never runs a small tourney map once the player count goes over 3 or 4, but never runs a large FFA map if the player count falls under 3 or 4) then it would help smooth play on central a lot. If you could set some kind of "size" value for each map in the rotation, ie small, medium, large, then have the game choose to allow or skip the map based on that value, I'd imagine it would be pretty simple.

Frag limit isn't a big deal since mostly the server always runs time limits, but if you wanted to, you could do something like 'fraglimit  = (10x [# of players])" and that would work pretty well, imo.

This is all only for FFA though. For CTF or TDM, I would be in favor of something like using a class vs class team setting for all maps in the default rotation. We don't play CTF or TDM much, but when we do, might as well go all out. I don't know about settings like hook though cause frankly I've never been in a Gen CTF game and don't even know the maps or much about using hook. If the map was designed for hook, include it in the settings I say. If not, let it be, I tend to not like translocators or hooks when they're not absolutely necessary.

In any case, I think generalized rules are more practical for this project, both for the players playing under the settings, and the people making up the settings. If you get into all these tiny little things changing radically in every map, it's too much work to program, and the players will all get confused when they go to play it.