Map idea...

Have questions about CoD/UO mapping that aren't covered in the tutorials section? Post here!

Moderator: Core Staff

Post Reply
Dan2k3k4
CJ Worshipper
CJ Worshipper
Posts: 264
Joined: February 5th, 2005, 12:10 pm
Location: London, UK
Contact:

Map idea...

Post by Dan2k3k4 » March 26th, 2006, 2:41 am

Well my map idea is basically just... "Sound Training" :P

Basically, you would spawn in a small room which use's black texture for all the walls, soo you can't see anything, and you can't move anywhere...
The room would be like a hexagon or something, and a random sound would play on one of the 6 sides of the walls, you would have to spin round and guess which wall the sound came from then shoot at it...

The map would need loads of scripting :P probably use some of the scripts in that really good rifle range map... forgot who by :( Bdogg or something :? lol

You could have a range of different sounds to randomly play, and you could create a HUD to show your accuracy...

Heck you could have the sound repeat for ages UNTILL it is shot at...

Now, this would be really easy for people with awesome sound cards/speakers/headsets and may be difficult for a basic system, but it should train people to listen for sounds more...

I won't be able to make this :( I'm a total n00b when it comes to scripting, but I would like to see this some time, if it's actually possible ;)

...and you could make different level/difficulty ones... ranging from rooms with 6 sides to rooms with 100 sides... or make more trigger areas on each side... and on the ceiling and floors... then you could have a start/spawn area where you could choose your level then teleport to it (only if it's free - which you could see... since you could make a window where players outside can see you playing but you can't see them (<3 chaulk) and you could make the room completing sound proof so it doesn't interfere with the other players playing in the other rooms :D

Well what do you guys think? Like it? Would you play it, if someone made it?

EDITAGE: Maybe Leveller or Drofder would like to make this sound training map? :P

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » March 27th, 2006, 2:10 pm

Really, its not hard at all.

Randomly choose a wall to play a sound [randomint(3) = 4 walls, 0-3]
Then on each wall have a trigger damage.

The use an if statement to relay which wall you hit.

I'll take a look and build a very basic version. :)
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » March 27th, 2006, 3:29 pm

Heres a very basic version of the idea (4 triggers, front, left, right, behind)

The map will wait until you spawn...

A 5 second countdown... then the bomb defuse sound will play from 1 of the 4 locations.
You then have to shoot a small square from the side which the sound was played.

Its very easy, but thats just because of the testing phase :)

I'm still having trouble with some other things I want to try, so I may have to consult ModsOnline for advice :(
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

Pedsdude
Site Admin
Site Admin
Posts: 15914
Joined: October 15th, 2004, 7:18 pm
Location: UK

Post by Pedsdude » March 27th, 2006, 5:34 pm

Sounds cool, you make everything seem so simple Drofder :)
Image
Image

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » March 27th, 2006, 6:21 pm

Pedsdude wrote:Sounds cool, you make everything seem so simple Drofder :)
So far it has been. Look at the scripting, its pretty easy so far :P

(Trying to find out a few more things, then I will make this a lot better)
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » March 27th, 2006, 8:34 pm

Update!!!

Ok, now I will admit this is getting very complicated :P

This version now removes all the guns from the player and giev them a kar98k.

It now detects Accuracy. If you miss 1 of the 4 targets that does not go down badly on accuracy, as this is not accuracy of shooting, but accuracy of listening.

Give it a try and see what you think.

either Later or 2moro, I will make it into a real map (hopefully). :)

Download and test for yourself
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

Dan2k3k4
CJ Worshipper
CJ Worshipper
Posts: 264
Joined: February 5th, 2005, 12:10 pm
Location: London, UK
Contact:

Post by Dan2k3k4 » March 27th, 2006, 9:45 pm

Nice... 100% Accuracy hehe

I noticed you could also bash the wall too... maybe try take that out? or allow it just incase players run out of ammo (or just have kar ammo spawn below you) and players shouldn't be allowed to move... soo I thought maybe stick the player in a like a sunken pit 32 by 32 by 48 or something... so they can't move or jump out of it (even if they had 333 fps) and maybe make the ceiling lowered soo they can't nade or panzer out if they found a way to get those weapons ;) (cough*devmap*cough) heh

Awesome work Drofder :)

User avatar
Soviet
Core Staff
Core Staff
Posts: 7762
Joined: April 23rd, 2005, 9:12 pm

Post by Soviet » March 27th, 2006, 10:19 pm

if they had devmap they could just noclip out :roll:

awesome job drofder

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » March 27th, 2006, 10:26 pm

Dan2002300313 wrote:Nice... 100% Accuracy hehe

I noticed you could also bash the wall too... maybe try take that out? or allow it just incase players run out of ammo (or just have kar ammo spawn below you) and players shouldn't be allowed to move... soo I thought maybe stick the player in a like a sunken pit 32 by 32 by 48 or something... so they can't move or jump out of it (even if they had 333 fps) and maybe make the ceiling lowered soo they can't nade or panzer out if they found a way to get those weapons ;) (cough*devmap*cough) heh

Awesome work Drofder :)
Or I could just disable their movement and not give a crap about devmap :P
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

User avatar
Nightmare
Core Staff
Core Staff
Posts: 2688
Joined: January 12th, 2006, 10:09 pm
Contact:

Post by Nightmare » March 29th, 2006, 3:02 am

Very nicely done, great map to let me test out my new headphones :wink:
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests