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yoyorast
January 10th, 2009, 10:40 PM
Like 2 years ago, I thought about one new concept for yoyoV2 taht would spice up the gameplay even more : Random teleporters. After looking on the forums for someone able to do it, after asking on the forums to many people, after having some guys trying their best to make this work, I finally droped the idea cause it wasn't working properly enough..
Lastly E3po (who tried to make this work at that time) came to me and said he'd been working with some firend (Kirby 422 or orangegeckho) on this old idea.. we tested some encouraging build (not yet 100% working but it seems their going to make it)..

Lastly, I remodeled the model again to prepare it for this new system.. got rid of the 2 teles on each base's roof and replace them with only one (different looking and different place) on each roof.. The original idea was that each teleporters leaded to like 4 diferent places randomly.. but having these 15 pinups at strategic spots of the island let me think I couldn't but use them.. so the idea now is to have each teleporters leading to 15 different places randomly with some probability of getting to one place or another as shown here :

10% (of chances to land at this place) - inside the Panic Hill Room.
10% (of chances to land at this place) - Just next to the Panic Room.
9% (of chances to land at this place) - at "the camping spot".
9% (of chances to land at this place) - inside the beach base.
9% (of chances to land at this place) - inside the Garage.
9% (of chances to land at this place) - ATV Base like in V1.
9% (of chances to land at this place) - at the begining of the "Panic corridor".
8% (of chances to land at this place) - inside the Credit Room.
7% (of chances to land at this place) - at The Ghost Place.
6% (of chances to land at this place) - at The Crater.
4% (of chances to land at this place) - very top of the sniper tower N1.
4% (of chances to land at this place) - very top of the sniper tower N2.
3% (of chances to land at this place) - inside the Central room.
2% (of chances to land at this place) - Panic Balcony.
1% (of chances to land at this place) - on the BLue Danube tower's roof.

So each Random Teleporter changes its destination every minute. Off course, as you see, there are many more chances to land far from the flags and very few to land very close.. Some might take the risk to wait some seconds in front of the tele for it to switch its destination to something closer to the flag (some little screen near the tele will show the destination). Also contrarly to V1 where there was only 2 possible destination, this will let the enemys not aware of where the guy with the flag will have gone... I mean I really think this will be fun and will spice up the gameplay even more.

On another note, I want to thank E3po very very much for all he did and will be doing for V2, he is very dedicated to the project and I wanna welcome WankstaInferno as new main partner and Chief of HEK works and max fixes.. Thanks guys, I believe we're going to go strainght to the end and the fastest possible with this new configuartion of work.

Just wanted to share this with you ;)

Keep the Faith.

yoyo

Limited
January 10th, 2009, 10:50 PM
That was 2 years ago? Felt like yesterday. Glad to see the map hasnt got cobwebs on yet yoyo. Hopefully before I finish my uni degree course it will be out!

Happy 2009 yoyo! year for yoyorast v2??

paladin
January 10th, 2009, 11:44 PM
I still can't believe that your working on it.

DEElekgolo
January 10th, 2009, 11:59 PM
yoyo. E3po wanted me to lightmap the map. Is that ok with you?

El Lobo
January 11th, 2009, 12:03 AM
The random teleporters would be very cool, I like the idea.

Reaper Man
January 11th, 2009, 12:03 AM
Give it Mental Ray lightmaps :-3

n00b1n8R
January 11th, 2009, 12:33 AM
Seems too gimmicky to me.

yoyorast
January 11th, 2009, 07:14 AM
yoyo. E3po wanted me to lightmap the map. Is that ok with you?

well, things is i talked to him and we agree i had to retouch a very little thing on the mpdel.. But he has the very last version and he could't send yesterday.. So i have to wait today.. Then, when this will be done , we'll talk.. And ye maybe it would be worth a try to use mental ray mehhod..

Inferno
January 11th, 2009, 12:52 PM
Yoyo get on AIM.

Limited
January 11th, 2009, 07:33 PM
Yoyo I thought you said you had 100% finished the model. :P Your a perfectionist I see :P

yoyorast
January 11th, 2009, 07:41 PM
one more texture thats all lol

Sel
January 11th, 2009, 10:17 PM
Glad to see this is still going. Maybe 2009 will be a good year for maps :awesome:

Heathen
January 11th, 2009, 10:25 PM
I think I agree with Sel.

2009 is the year for CE.

Con
January 11th, 2009, 11:03 PM
I'm interested in how this tele thing will work out. I'm glad you've decided to work on it after what happened too.

DEElekgolo
January 11th, 2009, 11:07 PM
Actually. E3po attempted to have me lightmap it and give it to him as an attempt to make it look like he made it. Also, Mental ray? Really now.

FluffyDuckyâ„¢
January 12th, 2009, 01:39 AM
Omg yay! This would be awesome, imagine how many times people will play it just to see if they can get teled to each different spot. LMAO! :D

n00b1n8R
January 12th, 2009, 01:44 AM
If anything, I'd suggest changing it every 30 seconds.

yoyorast
January 12th, 2009, 05:18 AM
If anything, I'd suggest changing it every 30 seconds.

I was asking myself if 1 min wasn't too much.. yeh, maybe we'll reduce the switching time.. thanks

sevlag
January 12th, 2009, 11:58 AM
I was asking myself if 1 min wasn't too much.. yeh, maybe we'll reduce the switching time.. thanksthe random idea sounds great on paper, but my question is has it been tested properly, I'm just asking this, if it HAS been tested then I guess my question is a moot point

Sel
January 12th, 2009, 03:35 PM
I was asking myself if 1 min wasn't too much.. yeh, maybe we'll reduce the switching time.. thanks

The time should be 40 seconds default, increased by 20 seconds (and a maximum of 60 from this) So that people can pursue other players who use the teleporter, or teammates can end up in the same spot.

Pooky
January 14th, 2009, 01:31 PM
You've probably already thought of this, but you should try to have some sort of banner or screen near the teleporter that lets the person going through know where they're going to end up so they can plan their route.

yoyorast
January 15th, 2009, 09:45 PM
.......Some might take the risk to wait some seconds in front of the tele for it to switch its destination to something closer to the flag (some little screen near the tele will show the destination)........

you should read my 1st post lol.. but thanks for the idea.. it was planned ye..

THis hasn't been tested in V2 yet.. but 3po is , as we speak, sending his stuff to inferno who will make next buld.. then we'll see if it works.. even if inferno thinks it could be too much for halo netcode to handle these tele + the already present script system running the shields and doors..

On my side gave a last retouch to the model these past 3 days.. mainly textures , UVW + one more shortcut to take care of..

ShadowSpartan
January 15th, 2009, 09:54 PM
This is like your fifth last retouch. :p

yoyorast
January 15th, 2009, 09:59 PM
This is like your fifth last retouch. :p

couldn't help it.. but its for the good, you'll noticz it graphicly.. and it was the last for good this time..

sevlag
January 16th, 2009, 09:34 AM
always goo to test, just don't do it last minute, make a seperate copy (to prevent the main build from fucking up) of the map that will allow the test of the random teleporter between client and host, chances are you got it to synch almost perfect, but it never hurts to give it a shot.

can't wait, I'm thinkin of buyin a game server and runnin this with CTF 5 (took the gametype from Halo2)

just gotta make a paypal account to pay for the damn server and get money to put into the PP to fuel the server >.>

anyways, can't wait for this to go public