Map variations?

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Map variations?

Postby Rhino » Mon May 03, 2010 11:33 am

I often thought what this game needs is a mod called " The Randomizer".

At the beginning of the game the server would randomly load variables on each map.

Things like:

Flag positions, spawns, open windows, holes in walls, doors, jeeps, tanks, mg emplacements, which teams on which side of the map, lighting, etc..

That said, I know it isnt likely possible for a whole host of reasons. Time, money, the games code limitations to name a few.

BUT

It seems to me the ax mappers could make some variations on our existing maps without much trouble. While it wouldnt be ideal it could refresh some of the maps. Some people know the maps, positions, spawns, sniping areas so well that this would put a wrinkle in their game play, give us an expanded library of maps to play and not take as much time as creating all new maps from the ground up.

Just a thought

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Re: Map variations?

Postby GER-Iceman » Mon May 03, 2010 1:07 pm

I really like the idea and if the management want's to give it a go or try I would be pleased to so what I can to help. There's no problem to edit a lot of things when a new mapfile is used and gitman already showed that it is possible to move Flag positions by script.
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Re: Map variations?

Postby Rhino » Tue May 04, 2010 7:33 am

If your going to write a mod to randomize then variables have to be well thought out. It cant be too random obviously or we'd end up with flags near each other, sweeping mg emplacements that kill everyone, spawns on top of each other, dead end rooms and so on.

Actually that would be a bit funny at first.

Perhaps the easier solution is varying the maps and making a mod that randomly loads one of the variations. Seems like the code would be easier to write for that.

If you think about it. You can change how a map plays with very few changes. Move a flag location, close of an alley or a few doors, open some windows, move a few tanks or halftracks and your there.

I dont know what maps you can edit but I would start with something simple.

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Re: Map variations?

Postby SpawnAlot » Tue May 04, 2010 11:51 pm

Wow! I really like that idea.

See a map loaded and think you know how to play it, find out it's different and have to adjust on the fly.

Make's things interesting and challenging.

Way to go Rhino. (didn't know you had it in ya!) :D
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Re: Map variations?

Postby Rhino » Wed May 05, 2010 7:48 am

Thanks Spawn... :rolleyes:

I know it looks like I just just run and gun from the outside........but inside I'm playing the chess match. Its the only way I can probably compete. I'm constantly looking at the compass to see where my teams is. Are we heavy in one area and light in another. Following the text reports of who just killed who to know where the enemy is coming. If I get the flag should I run to my cover or lay low? Where is the enemy spawning etc?

There is no way I'm keeping up with Strider, Muse, Dirka, Clint, Deadman, you or any of of that group so my best option is to try and out think them now and then.

Thats why I like the idea of the Randomizer mod. It will throw everyones game off a bit and not let any of us know were the cover is or where the action is going to come from. I like to think of Strider (or anyone for that matter) running to their favorite sniping spot only to find its not there. I dread the idea of grabbing the flag and running one of the normal routes only to run into a dead end but hey...thats life. If they can pull it off then hopefully it doesnt feel like we are just playing the same old maps but having to adjust on the fly and think your way through the map every time you play it.

Shoot ya soon...I mean see ya soon,

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Re: Map variations?

Postby SpawnAlot » Wed May 05, 2010 10:51 pm

Like I said before; Love the idea. The thought of a Randomizer mod is utterly intriguing.
As for the chess match ................ your play it well my friend. You play it very well.
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Re: Map variations?

Postby gitman » Mon May 17, 2010 5:15 pm

the only way this would work is if you have a predefined set of flag positions. then you also need a predefined set of spawn points per flag position that override whats compiled into the map. it would be ill advised for the game to make these kinds of decisions, so a person would have to plot points, test, make adjustments, test again, etc etc. before coming up with a solid set of variations of the layout of a map. so it ends up being a ton of work for not much gained.

or you compromise a little and we could probably do random flag positions that are well thought out in regards to existing spawns. a lot less coding and manual labor and still gain some variation on existing maps.
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Re: Map variations?

Postby Rhino » Thu Jan 06, 2011 10:02 am

We noticed the map Chelm has some variations to it that randomly load. There are several crates which block certain paths that seem to rotatewith each loading of the map. It would be nice to see more of this kind of thing built into maps. Obviously someone figured out how...
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Re: Map variations?

Postby GER-Iceman » Thu Jan 06, 2011 11:20 am

Rhino wrote:We noticed the map Chelm has some variations to it that randomly load. There are several crates which block certain paths that seem to rotatewith each loading of the map. It would be nice to see more of this kind of thing built into maps. Obviously someone figured out how...

needs to be done by the mapper, oraco (mapper of chelm) added various boxes, bombs and other stuff to the map that is choosen randomly each mapstart. THe whole things are scripted but are needed to be placed in the map before by the mapper. Not really possible with existing maps, at least not by using this way.
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Re: Map variations?

Postby MajorFullWood » Thu Jan 06, 2011 4:56 pm

That's awesome, how is that done? Maybe Oasis could be more playable with less people?
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Re: Map variations?

Postby Rhino » Thu Jan 06, 2011 6:49 pm

Fullwood if you want to check it out the private server has chelm loaded...if you do a search its |ax| Pressure Cooker and the passwprd is koth. You can look at Chelm by using map vote. Relaod it and each time its different. I think there are 3 or 4 variations
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Re: Map variations?

Postby Rhino » Fri Jan 07, 2011 8:07 am

Iceman is trying to help me learn Radiant. Our plan was to work on a small 1 vs 1 type map....with simple terrain, boxes, bushes, and other stock elements. Maybe we can try to make a few objects randomize in that map if you two are up for it.
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Re: Map variations?

Postby c2thet » Fri Jan 07, 2011 10:47 am

Rhino wrote:Iceman is trying to help me learn Radiant. Our plan was to work on a small 1 vs 1 type map....with simple terrain, boxes, bushes, and other stock elements. Maybe we can try to make a few objects randomize in that map if you two are up for it.

A WaWa map of sorts. I love playing rifle WaWa. It is awesome.
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Re: Map variations?

Postby Rhino » Fri Jan 07, 2011 11:17 am

C2theT wrote:
Rhino wrote:Iceman is trying to help me learn Radiant. Our plan was to work on a small 1 vs 1 type map....with simple terrain, boxes, bushes, and other stock elements. Maybe we can try to make a few objects randomize in that map if you two are up for it.

A WaWa map of sorts. I love playing rifle WaWa. It is awesome.



Exactly..I'd like to have 3 or 4 Wawa type maps on the other server so people can load them up and play them when they w ant. A winter/snowy one (think Bahnhof), a woods/forest (think Woods) one and a warehouse/cargo one. All in good time I hope.
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Re: Map variations?

Postby GER-Iceman » Fri Jan 07, 2011 3:56 pm

Rhino wrote:Maybe we can try to make a few objects randomize in that map


thats easy to implement
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Re: Map variations?

Postby GrimReaper » Tue Jan 18, 2011 7:04 am

That would be fun, something different and everyone has to use a rifle. What a challange for the Runs and Gunners.

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Re: Map variations?

Postby BrIaN » Sat Mar 12, 2011 1:19 pm

When I used to play with 5r we made aim maps specifically for what you're talking about. Here are a few that we made. Nothing fancy, but they were fun when we just had a few guys on. http://callofduty.filefront.com/files/s ... ord=5ronin We had a few more as well, and I'll see if I can find them.

DVAIM (based on dawnville): Description:
Here's one of two sweet new aim maps to be released today as 5Ronin Mackey's designs, this one having been carried out by SevenSniff. I like good maps in general, but a high-quality aim map really gets me going. These two maps feature great layouts, good believable themes, and nice textures and landscaping to boot. Download this one now, and you won't be disappointed!

RSAIM (based on harbor): Here's that other cool aim map I promised, designed and created by 5Ronin Mackey and Ramza. This one is based on the age-old Harbor map but only in theme. The layout is very much an original creation; you're sure to have fun with a few friends on DM, TDM, and CTF among the many crates, cars, and other crap. Check out the screenshots below to see the map for yourself, and download it now!

AIM(desert map): Here we have a new aim map for the 5Ronin team. Although this map is small and simplistic, it can pack a lot of fast action paced fun! Plus there are multiple ways to get to the other side which means you will have to watch your back. If the screen shots fit your taste or you just want to see what an aim map is, then give this map a try today!

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