Friday Update: The Wall!

Discussion in 'News' started by Kenzie, Mar 11, 2016.

  1. Kenzie

    Kenzie Administrator
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    After another one of our brainstorming sessions we decided that the best option was to go back to the 128 x 128 x 128 arena (same size that’s in the tech demo). We came up with a new layout, the gameplay style & got to work creating the first map; The Wall!

    [​IMG]

    Each team will have 2 bunkers filled with cubes that they need to defend. Destroy all of the other team’s cubes to win the round. The two bases are separated by a giant mountainous wall. There are several paths including an underground tunnel, an old mine shaft, and jumping over a cliff, to get you from one side to the other.

    [​IMG]

    We’ve just started adding some of the details (trees, point lights, etc) to the map. Our focus next week will be to put the finishing touches on the map.

    [​IMG]
     
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  2. Vonbear

    Vonbear Spec Ops

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    Damn looking good, i like the idea of the 2 bunkers. But is there only going to be 1 point to acces the bunker? And how are you going to prevent spawn killing?

    Iam already looking out for the next update ;)
     
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  3. MiguelDreamer

    MiguelDreamer Spec Ops

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    Nice map! One question, will be more diversity of maps (I mean, not all maps located in mountains or forests) and more modes?

    Oh, and I love this updates you post weekly. I'm waiting each Friday to see something new! ;)
     
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  4. Kenzie

    Kenzie Administrator
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    The bunkers will only be open on the one side (facing that team's base). We're trying to design it so that the spawn points aren't in the direct action, so should be less chance of spawn killing. We'll also be constantly adjusting and updating the map/game based on feedback from players, so it there is a trouble area, etc we'll fix it.

    Glad that you like the Friday updates and look forward to them each week :) Yes the current plan is to eventually have other maps & potentially other gameplay modes. No details as to what either of those would be yet as we're just currently focusing on getting this map/game mode out to players as soon as we can.
     
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  5. Proton

    Proton Administrator
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    You'll also spawn in an invincible state until you shoot. Like how Counter-Strike handles spawning in Arms Race. You may also be invisible with some limited movement allowed before you spawn in.
     
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  6. stevie123

    stevie123 Specialist

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    "Nobody has the intention to build A Wall!" Walter Ulbricht, June 15., 1961, East Germany
    And we all know how it ended :p

    I very much hated this mechanic when I experienced it on CS servers. The enemy player is in panic, emptying all of his ammo on the freshly spawned player or strafing around while waiting for him to make the first shot to become killable while the latter has all the time he needs to properly aim to the head and wait for the ideal moment to press Mouse1 once. He does not even have to try to dodge and make it harder to be hit, because he is invulnerable. In these cases it was a 99% kill for the respawning player. Boring and imbalanced. When you heard or saw someone respawn next to you you could already go afk.

    I prefer spawning vulnerable. Both, the respawning player and the already running player, can not prepare for a respawn on that specific location at that specific time, both have to adapt to the new situation in the same timeframe and the one with better reactions wins.
     
  7. Proton

    Proton Administrator
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    I'm curious what themes/environments you would like to see. We do have an idea for warehouses interiors something like this: http://imgur.com/a/573Co (those are shots from a pre-cursor to this voxel engine that we worked on before Time Rifters).

    Yeah, that is a downside of this system, but it is less frustrating than spawning and getting killed. The campers would be waiting and would have a big advantage when you spawn if you were vulnurable.

    There may be other ideas we can try out, for example in Awesomenauts you respawn from the sky and land somewhere (@11:23):
    So perhaps you could choose your respawn point from a top down map style view, then immediately spawn in vulnurable. This could make it fair but still fast paced.

    Day of Defeat & Team Fortress handle it by having a secure spawn room area with doors to exit and turrets that defend it. But that puts some limitations on level design (creating those rooms and making sure the doors aren't spawn campable), and makes you spawn further from the action.
     
  8. MiguelDreamer

    MiguelDreamer Spec Ops

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    Yeah, that's what I meant. For example, a map in a jungle/desert/snow environment, a train station, ruins of something, a part of a city... all things you can imagine :)
     
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  9. Vonbear

    Vonbear Spec Ops

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    A map in the time clicker/time gamer theme would be really cool too!

    I dont think it will be a good idea to make the spawn protection so that it will only go of when you shoot. Since the main goal for the game mode will be shooting the cubes in the bunker you can just walk to the bunker (since you are invulnurable) and just wait till you can freely shoot at the cubes.

    Another idea might be is to make spawn waves. So like ever 15sec all the people who died will spawn back in the game. Give the just spawned players a shield of ~5 sec to check the spawn area for spawn campers. Also make sure that there are multiple ways to get out of the spawn. A game called dirtybomb is using a system like that and you barely see any spawn camping. Except when the other team is just way stronger but even then there are ways to get out of the spawn because of the well made maps.
     
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  10. polandmatt

    polandmatt Spec Ops

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    really looks cool, i will looking forward to this weeks update!! :D
     
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