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S3anyBoy
October 19th, 2009, 11:06 PM
ff_landslide Public Beta


---Edit---
I slightly updated the map, I noticed the grunts with fuel rods weren't spawning, so I fixed that and made a minor change to the respawn script.

I've spent a total of about 12 days working on this, and am releasing a beta, if only for the map to be verbally destroyed so I can rebuild it from the ground up bigger and better.

What:
What is ff_landslide? It's a firefight map taking place on the landslide area of the level Halo for CE and Xbox.
You start with 7, 5, or 3 lives (shared between plays in coop) on Easy/Normal, Heroic and Legendary difficulty respectively. Lives are displayed in the bottom right corner, and once you lose your last life, you lose.

How:
You fight through 5 rounds, compromised of 7 waves each. Each wave is compromised of 10-30 enemies (approximately), and the makeup of the waves is roughly the same between round (Round 1 Wave 2 has almost the same enemies as Round 2 Wave 2). Enemies are dropped by 2 Spirits, and come from the pathways opposite the spawn area. Waves progress when about 80% of enemies from previous wave are killed, rounds progress when all enemies in previous round are killed. Each Round after the 1st has special attributes:
Round 1 - Normal
Round 2 - Enemies throw more grenades, and always drop grenades upon death
Round 3 - Enemies have more health and sheild (between 1.5 and 2 times)
Round 4 - Player has no motion tracker, and invisible enemies are much more common
Round 5 - Combination of the other attributes


You spawn with an AR and a Pistol, both with full ammo, as well as 4 Frag grenades and 2 Plasmas. When you respawn you have an AR and Pistol with 1/2 ammo, and 1 of each grenade type. If you die holding a weapon, it will disappear After each round there is a 10 second period before the next starts, this is when weapons, ammo, and healthpacks are restocked and you have a chance to set up a new defensive position. Weapons for each round are as follows:
Round 1,2,3 - AR (120 total rounds), Rocket Launcher (1 round), 2 Healthpacks, 4 Frag grenades, Rocket Ammo, 2 Pistol Ammos, 1 AR Ammos
Round 4 - Above + Shotgun (72 total rounds)
Round 5 - Above + Sniper (24 total rounds)

Pictures:

http://img196.imageshack.us/img196/1383/41478290.th.png (http://img196.imageshack.us/i/41478290.png/)
http://img21.imageshack.us/img21/2336/17272928.th.png (http://img21.imageshack.us/i/17272928.png/)
http://img21.imageshack.us/img21/4286/orsm2.th.png (http://img21.imageshack.us/i/orsm2.png/)
http://img23.imageshack.us/img23/3667/soab2.th.png (http://img23.imageshack.us/i/soab2.png/)
http://img196.imageshack.us/img196/7756/soab5.th.png (http://img196.imageshack.us/i/soab5.png/)
http://img14.imageshack.us/img14/2566/firefight16.th.png (http://img14.imageshack.us/i/firefight16.png/)
http://s3an.serveftp.net/Firefight/Screenshots (ftp://s3an.serveftp.net/Firefight/Screenshots/)


Where:
CE:
http://www.megaupload.com/?d=VC2FULZU
http://www.badongo.com/file/17936227
http://rapidshare.com/files/295755365/ff_landslide.map.html
http://www.zshare.net/download/672572990cf6ab13/
http://www.massmirror.com/get.php?dl=ff_landslide.map

Xbox:
http://www.megaupload.com/?d=PV7IZCU9

Who:
Silv3rFlam3 - Broest of bros, testing, ideas, etc
nintendo9713 - Testing, ideas, screenshots
Juggalo 420 81- Testing
Satan - Eternal life and infinite power
Inferno - AI, hud displays, respawn system
CtrlAltDestroy - respawn system
CLuis - Arsenic, ideas
Bungie - Making some video game or something

Map is not protected, feel free to use anything from it as long as it stays unprotected

Keep in mind, this is a beta, pretty much everything is subject to change, I'm really just looking for feedback about what could be improved/removed/added.

Use map_name ff_landslide to load the map in CE

Needles
October 19th, 2009, 11:12 PM
I dl'd it on my old pc, I'll try playing it on my newer one later. Could you try to upload to a different sights? It just pops up, closes itself, then directs me to site with malware warnings, and did this 2 times at first before working.

S3anyBoy
October 19th, 2009, 11:13 PM
Could you try to upload to a different sights? It just pops up, closes itself, then direct to site with malware warnings 2 times.
I put the direct link to megaupload, anywhere else I should upload it?

paladin
October 19th, 2009, 11:38 PM
Broken images, replace ftp with http.

looks interesting though.

S3anyBoy
October 19th, 2009, 11:39 PM
Broken images, replace ftp with http
It's not on a http server :/

paladin
October 19th, 2009, 11:41 PM
Im pretty sure you can still hyper link

jcap
October 20th, 2009, 12:00 AM
It seems that you're hosting the images from your own home internet connection, which isn't enough to handle a decent load. You should probably try using an online imagehost like PhotoBucket.

S3anyBoy
October 20th, 2009, 12:14 AM
Fixed pix, post some feedback/criticism.

shadowslayer123
October 20th, 2009, 06:08 PM
i just played through it and my jaw dropped, the gameplay is amazing and the lives system is awesome. i only suggest adding some custom weapons or bipeds, to spice it up a little. and i was wondering, how did you get the life system in single player because i am making a firefight too and i thought it would be awesome to have multiple lives

PopeAK49
October 20th, 2009, 08:32 PM
Nice spot on where you decided to do the mod on.

Inferno
October 20th, 2009, 08:37 PM
Inferno - AI, hud displays, respawn system

Don't remember working on this at all...

S3anyBoy
October 20th, 2009, 08:50 PM
Nice spot on where you decided to do the mod on.
Will be doing more maps as well, probably at least 1 area from each SP map.


Don't remember working on this at all...
I asked you questions on AIM and you answered.


---Edit---
I slightly updated the map, I noticed the grunts with fuel rods weren't spawning, so I fixed that and made a minor change to the respawn script.

Ro0ster
October 20th, 2009, 11:58 PM
Oh I found I bug. If you get into a ghost after killing the driver, and the next wave spawns, you will be attached to the spirit and fly in with the covenant in the spirit.

S3anyBoy
October 21st, 2009, 12:01 AM
Oh I found I bug. If you get into a ghost after killing the driver, and the next wave spawns, you will be attached to the spirit and fly in with the covenant in the spirit.
kthnx I forgot to make it not enterable.

Ro0ster
October 21st, 2009, 12:31 AM
I just played it again and got to round 1, wave 7. I was pretty sure I killed everything, but the level would not progress. I even went into devcam to find out where that last enemies where. I could not find them. I would suggest putting a nav point to the last remaining enemys of the round via a script.

It's a fun map by the way.

L0d3x
October 21st, 2009, 01:46 AM
kthnx I forgot to make it not enterable.

Just use (object_create_anew ghost1), and then attach ghost1 to the spirit.
Problem solved.

Might play this later today after class btw, and indeed a good (though very convenient) choice of BSP.

MissingSpartan7
October 21st, 2009, 02:14 AM
how did you get the life system in single player because i am making a firefight too and i thought it would be awesome to have multiple lives
but isn't everyone making firefight maps (not that i'm any better), but point is how did you do it?

L0d3x
October 21st, 2009, 10:56 AM
Feedback:

Set your ai to guarding_at_guard_position, because atm, they exit the dropship, and just walk around at a leisurely pace.

Perhaps add some more variety in your dropship waves.

Clever "death" script. I'm guessing you wait until the player biped health is very low, and then you teleport him to the starting position and give him the original equipment?

It got pretty fun towards the end of a round. But you should really let the ai apply more pressure on the player. Consider using ai_follow_target_players.

Oh and add in a random wraith now and then. And hunters (you can attach bipeds to the cargo from the Spirit, so this means you can get hunters attached to the spirits, and then attach the ai afterwards).

I also think adding a squad of marines after each round could add to the fun. Or perhaps add a few spartan ai guys, who help defend the "main perimeter"...or let them follow you.

But yeah, this is headed the right way.

PS: perhaps I was wrong about the death thing: I noticed that when using game_save, after dying, you respawn where you saved it. Now I really want to know how you did it!

S3anyBoy
October 21st, 2009, 12:26 PM
I just played it again and got to round 1, wave 7. I was pretty sure I killed everything, but the level would not progress. I even went into devcam to find out where that last enemies where. I could not find them. I would suggest putting a nav point to the last remaining enemys of the round via a script.

It's a fun map by the way.

Apparantly one of the banshees acts dumb and will sometimes fly off into the distance. If you get stuck just use the ai_erase round# command. I'll update either tonight or tomorrow.

Dwood
October 21st, 2009, 03:13 PM
You should also note that the dead bodies keep piling up. You should have a cleanup script.

After looking at the map, it seems that you create a game_save when the player hits a certain health. Is it okay with you or cad if I divulge the secrets of your player life system?

S3anyBoy
October 21st, 2009, 03:39 PM
You should also note that the dead bodies keep piling up. You should have a cleanup script.

After looking at the map, it seems that you create a game_save when the player hits a certain health. Is it okay with you or cad if I divulge the secrets of your player life system?
I didn't use game_save at all, because normally CE>Xbox maps freeze on checkpoints, here's the important parts of the lives script:


(global short lives 1) ;define number of lives globally
(global boolean no_lives false) ;defines if player has no lives left

(script continuous ldis_7 ;;displays lives
(sleep_until (= lives 7))
(cinematic_set_title Lives_7)
(sleep 30)
)

(script startup life_count_init_norm ;;define lives for normal/easy difficulty
(if (= (game_difficulty_get) normal)(set lives 7))
)

(script startup life_count_init_hard ;;define lives for heroic difficulty
(if (= (game_difficulty_get) hard)(set lives 5))
)

(script startup life_count_init_impossible ;;define lives for legendary difficulty
(if (= (game_difficulty_get) impossible)(set lives 3))
)

(script continuous life_lost
(set cheat_deathless_player true) ;stops player from dying
(sleep_until (<= (unit_get_health (unit (list_get (players)0 ))) 0.01) 1) ;waits until players health less than or equal to 1
(object_create_anew skull) ;create skull
(object_teleport skull spawn) ;teleport skull to spawn
(object_teleport (unit (list_get (players )0 )) spawn) ;teleport player back to spawn
(player_add_equipment (unit (list_get (players)0 )) skull false) ;redundancy to ensure player is holding skull
(sleep 30) ;pause 1 second
(player_add_equipment (unit (list_get (players)0 )) empty true) ;deletes all players' weapons except the readied one
(sleep 30) ;pause 1 second
(player_add_equipment (unit (list_get (players)0 )) respawn true) ;set the players weapons to the respawn profile
(set lives (- lives 1)) ;take away life
(object_create_anew skull) ;ensures skull is out of way
)

(script continuous lives ;;game lost if lives equal to 0
(if (= lives 0)(game_lost))
)

shadowslayer123
October 21st, 2009, 03:57 PM
sweet, so what would i have to make in order for the script to work?

sevlag
October 21st, 2009, 04:33 PM
considering playing this as people here like it, the idea seems solid and the area is a good location...

gonna go play it right now and i'll give my review of it

Dwood
October 21st, 2009, 05:53 PM
garbage_collect_now

S3anyBoy
October 21st, 2009, 05:58 PM
garbage_collect_now
I know, I'm doing that and a few other things right now. Updated version will likely be up in a few hours.

SilentChaos
October 21st, 2009, 06:01 PM
played about 3 rounds, it was an awesome experience. Great job I hope it improves. :golfclap:

Higuy
October 21st, 2009, 06:12 PM
Add some music?

L0d3x
October 22nd, 2009, 03:33 AM
Wave 7 has music.