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calculatedChaos Gaming • Ideas for melee_checkers_v6
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Ideas for melee_checkers_v6

Posted: 16 Dec 2010, 05:30
by Egonny
I plan on making a new v6 (which will probably get released around Christmas or New Year).
I'm already planning to change the appearance of the map (and maybe add a 3D skybox), and as LaN suggested, I'll test poisonous water instead of a killing pit, and maybe I'll add a admin abuse panel too (although I sense that's not a good idea).

Any other ideas? Should I remove something (like the jump pads)? Or should I add something?

Re: Ideas for melee_checkers_v6

Posted: 16 Dec 2010, 12:18
by Beetle
Egonny wrote:I plan on making a new v6 (which will probably get released around Christmas or New Year).
I'm already planning to change the appearance of the map (and maybe add a 3D skybox), and as LaN suggested, I'll test poisonous water instead of a killing pit, and maybe I'll add a admin abuse panel too (although I sense that's not a good idea).

Any other ideas? Should I remove something (like the jump pads)? Or should I add something?
As far as the admin abuse panel goes, I say go for it. Only a certain type want to play melee checkers non-stop, and there are a good amount, but that type would either not mind or would want the map changed. Either way, melee checkers will probably be played too much, so the admin panel is a win win. :)

Re: Ideas for melee_checkers_v6

Posted: 16 Dec 2010, 08:05
by LaN
Yes deadly water is good.

or even the lava from koth_lolcano!

Dark skybox. Make it look like nighttime.

If you want a giant electric fence surrounding the map.

Make checkers look like hell. I'd love it.


Also someone should remake breakfloor. So much untapped potential.

Re: Ideas for melee_checkers_v6

Posted: 17 Dec 2010, 06:50
by Egonny
LaN wrote:Yes deadly water is good. yes

or even the lava from koth_lolcano! no

Dark skybox. Make it look like nighttime. maybe/b]

If you want a giant electric fence surrounding the map. no

Make checkers look like hell. I'd love it. no


Also someone should remake breakfloor. So much untapped potential.

I've tried the dark skybox, and it was not really good for a melee map, maybe if I'll edit the whole map that it might fit better.
An electric fence will look weird with a pit or poisonous water at the bottom, so no.
And checkers is hell enough as it is ;) , I'm not gonna do that.

Also, should I disable some weapons (Sandman?), add some of them back (Mad Milk, Jarate,...)?

Re: Ideas for melee_checkers_v6

Posted: 17 Dec 2010, 04:48
by the asylum
Egonny wrote:
Also, should I disable some weapons (Sandman?)
YES

Re: Ideas for melee_checkers_v6

Posted: 17 Dec 2010, 05:51
by Divine Fate
the asylum wrote:
Egonny wrote:
Also, should I disable some weapons (Sandman?)
YES
I would say no, a melee weapon is a melee weapon.

If you do add an admin abuse panel, something that gives everybody weapons would be really fun and/or useful.

Re: Ideas for melee_checkers_v6

Posted: 17 Dec 2010, 08:36
by the asylum
LaN wrote:Make checkers look like hell. I'd love it
I could think of no better punishment for the world's murderers, heretics, and unbelievers than playing melee checkers for 45 minutes at a time

Re: Ideas for melee_checkers_v6

Posted: 17 Dec 2010, 09:39
by PhrozenFlame
Whatever you're planning on doing, you might want to disable the new melee weapons as well, until you can see what they do.

Re: Ideas for melee_checkers_v6

Posted: 18 Dec 2010, 01:28
by LaN
Don't take out sandman, it actually requires aim.

Re: Ideas for melee_checkers_v6

Posted: 22 Dec 2010, 02:34
by KarmA
LaN wrote:Don't take out sandman, it actually requires aim.
With how people standing still/running in a straight line? No.

Re: Ideas for melee_checkers_v6

Posted: 22 Dec 2010, 03:16
by PhrozenFlame
Maybe they shouldn't stand still then. Pretty sure there are jump pads in that map that make it so you don't walk in a straight line, too. Plus, I want the rounds to end as quickly as possible so we can get off that map.

Re: Ideas for melee_checkers_v6

Posted: 22 Dec 2010, 10:29
by the asylum
PhrozenFlame wrote:Maybe they shouldn't stand still then. Pretty sure there are jump pads in that map that make it so you don't walk in a straight line, too. Plus, I want the rounds to end as quickly as possible so we can get off that map.
It's arena. It has no round limit. It's either 45 minutes or until everyone finally gets sick of it and RTVs

Or you get what we had a day or so ago and play it for nearly 2 hours.

Re: Ideas for melee_checkers_v6

Posted: 03 Jan 2011, 12:54
by Egonny
I just returned from France, I'll be working on it the next few weeks, since I won't have much time. If all goes well, it'll be done mid January.

Re: Ideas for melee_checkers_v6

Posted: 03 Jan 2011, 12:58
by Beetle
the asylum wrote:
PhrozenFlame wrote:Maybe they shouldn't stand still then. Pretty sure there are jump pads in that map that make it so you don't walk in a straight line, too. Plus, I want the rounds to end as quickly as possible so we can get off that map.
It's arena. It has no round limit. It's either 45 minutes or until everyone finally gets sick of it and RTVs

Or you get what we had a day or so ago and play it for nearly 2 hours.
or adding a capture point. thats the whole point of having one, as a way of making it a lower time limit.

Re: Ideas for melee_checkers_v6

Posted: 03 Jan 2011, 10:16
by the asylum
It already has a capture point, but the number of rounds that go by don't matter, as arena maps on the server are configured with unlimited rounds.

As much as I hate melee checkers, it wouldn't be so bad if it looked better. I have a few ideas that I've been meaning to sketch out, if you're interested.

Re: Ideas for melee_checkers_v6

Posted: 03 Jan 2011, 10:56
by Beetle
the asylum wrote:It already has a capture point, but the number of rounds that go by don't matter, as arena maps on the server are configured with unlimited rounds.

.
well that sucks

Re: Ideas for melee_checkers_v6

Posted: 04 Jan 2011, 04:09
by Egonny
the asylum wrote:As much as I hate melee checkers, it wouldn't be so bad if it looked better. I have a few ideas that I've been meaning to sketch out, if you're interested.
Sure, all ideas are welcome!

Re: Ideas for melee_checkers_v6

Posted: 04 Jan 2011, 08:43
by Beetle
Egonny wrote:
the asylum wrote:As much as I hate melee checkers, it wouldn't be so bad if it looked better. I have a few ideas that I've been meaning to sketch out, if you're interested.
Sure, all ideas are welcome!
arena_breakflcheckmeleebashbestinclass

Re: Ideas for melee_checkers_v6

Posted: 04 Jan 2011, 05:47
by LaN
Beetle wrote:
Egonny wrote:
the asylum wrote:As much as I hate melee checkers, it wouldn't be so bad if it looked better. I have a few ideas that I've been meaning to sketch out, if you're interested.
Sure, all ideas are welcome!
arena_breakflcheckmeleebashbestinclass
with valve rocket launchers

Re: Ideas for melee_checkers_v6

Posted: 20 Mar 2011, 01:21
by FLUDDGadd
How about making the floor breakable so that way at some point the scouts are gonna run out of room and fall to their poisoned water death. and maybe also a turnstile that after a certain amount of time starts pushing people. maybe even a trigger_hurt turnstile so you would be damaged as well as pushed.

Re: Ideas for melee_checkers_v6

Posted: 08 May 2011, 05:08
by the asylum
Make the cap time shorter or make the cap unlock sooner pls

Re: Ideas for melee_checkers_v6

Posted: 30 Jul 2011, 01:59
by Haunwulf
the asylum wrote:Make the cap time shorter or make the cap unlock sooner pls
The exact opposite of what he said

Re: Ideas for melee_checkers_v6

Posted: 30 Jul 2011, 06:31
by Zarik
I think you should make the map have an small health pack in the middle as well as in the four corners.

Re: Ideas for melee_checkers_v6

Posted: 02 Aug 2011, 09:14
by Optimus Prime Rib
Make it as if it's a real game of checkers. The players on each team choose a leader and that person controls the pieces.

That's what you need to do .

Re: Ideas for melee_checkers_v6

Posted: 04 Aug 2011, 03:04
by A Common Sandvich
Optimus Prime Rib wrote:Make it as if it's a real game of checkers. The players on each team choose a leader and that person controls the pieces.

That's what you need to do .
If this is at all possible, DO IT NOW

RIGHT NOW

Re: Ideas for melee_checkers_v6

Posted: 05 Aug 2011, 06:07
by Egonny
Optimus Prime Rib wrote:Make it as if it's a real game of checkers. The players on each team choose a leader and that person controls the pieces.

That's what you need to do .
That would be awesome, but it isn't really possible in Source SDK (maybe it is, but it'd be extremely hard to do).

I'd like to redesign the map to look like a real checkers board, but I have no idea where to start, I'll post a screenshot when a part of it is done.

Re: Ideas for melee_checkers_v6

Posted: 05 Aug 2011, 10:42
by Beetle
Egonny wrote:
Optimus Prime Rib wrote:Make it as if it's a real game of checkers. The players on each team choose a leader and that person controls the pieces.

That's what you need to do .
That would be awesome, but it isn't really possible in Source SDK (maybe it is, but it'd be extremely hard to do).

I'd like to redesign the map to look like a real checkers board, but I have no idea where to start, I'll post a screenshot when a part of it is done.
You could possibly only allow one piece to move at a time through each individual space being a closed off area. Only one area would be open to move forward unless there was another team diagonally, in which case both would open and you could kill each other. That is definitely SDK-possible.

Re: Ideas for melee_checkers_v6

Posted: 07 Aug 2011, 07:51
by Egonny
Yeah, but that would mean that only one of 10-20 people can actually move at a time, which would be boring for other people.
I also had the idea of assigning one person as the "king" piece every round, and you have to defend him, but that'd be a giant clusterfuck and if an idiot is the king you'd be dead in a matter of seconds.

Re: Ideas for melee_checkers_v6

Posted: 07 Aug 2011, 09:57
by Beetle
Egonny wrote:Yeah, but that would mean that only one of 10-20 people can actually move at a time, which would be boring for other people.
I also had the idea of assigning one person as the "king" piece every round, and you have to defend him, but that'd be a giant clusterfuck and if an idiot is the king you'd be dead in a matter of seconds.
In a way, you have to throw boring out the window. breakfloor is entertaining to most of them, so you really can't say they would be bored as long as they understand.

Re: Ideas for melee_checkers_v6

Posted: 07 Aug 2011, 04:16
by A Common Sandvich
Beetle wrote:
Egonny wrote:Yeah, but that would mean that only one of 10-20 people can actually move at a time, which would be boring for other people.
I also had the idea of assigning one person as the "king" piece every round, and you have to defend him, but that'd be a giant clusterfuck and if an idiot is the king you'd be dead in a matter of seconds.
In a way, you have to throw boring out the window. breakfloor is entertaining to most of them, so you really can't say they would be bored as long as they understand.
Yeah, but most people also hate chamber. Maybe that's because it's a melee map, but I dunno