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Domination

Sat, 07 Jul 2007 19:19:16

Crimson Wizard

This is what could be used as a scetch for Domination map (Hexen2 textures are used along with Hexen's). If someone is interested in taking this for further development, I may upload it to koraxdev. [img:2dylak5m]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/domination_scetch.jpg[/img:2dylak5m]
Sat, 07 Jul 2007 21:03:04

Firebrand

Looks cool, once I'm done with this internal beta upload, I would like to take care of mapping for CTF and maybe this <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, I'll have some free time during the next week, so if none else wants this, I could give it a try <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 07 Jul 2007 22:09:19

RambOrc

The cool thing about the original UT domination is, it doesn't really need a special map architecture, just slap some control points on the map and that was it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Most DM maps can be used as domination with the single addition of the control point objects (total maybe 5 minutes of work per map).
Sat, 07 Jul 2007 22:17:59

Crimson Wizard

Perhaps, but having domination-style maps is good too. Anyway, I have an idea of making map script recognise game mode, under which it was launched, and act correspondingly, spawn some objectives etc. This should work for CTF as well.
Tue, 11 Dec 2007 17:50:38

Crimson Wizard

I think it's done; wasn't a big deal actually. It can be played with bots - if path nodes are placed correctly bots sometimes run on capture base. But they still need priority to do so, I think, they do this too rarely. I will make a small map for this mode. Also I need graphics for capture bases, but I think I'll draw something myself for the first time. And, yes, also some sound for capturing a base.
Tue, 11 Dec 2007 18:27:54

Firebrand

[quote="Crimson Wizard":3kpkok4d]But they still need priority to do so, Yep, surely once I finish my actions system this will work a bit better <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":3kpkok4d]but I think I'll draw something myself for the first time. Go ahead <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, if you need help with something just give me a call.
Tue, 11 Dec 2007 23:12:17

RambOrc

Also, while Hexen II stuff is taboo in Korax RPG, in KA Hexen II textures or even whole maps are fine.
Fri, 14 Dec 2007 10:22:59

Crimson Wizard

[img:36hn4czi]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/domination_01.jpg[/img:36hn4czi] I am going to add Offensive Sigils - the domination bases that shoot at enemies; but I will not use them in my map, since that's a demo map, it should be simple.
Fri, 14 Dec 2007 21:54:48

Firebrand

Cool! I haven't even looked at the domination code, but it should work really well <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Now we only need to make bots work a bit on this mode too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 15 Dec 2007 15:03:44

Crimson Wizard

[quote="Firebrand":b9d7ebq4]Cool! I haven't even looked at the domination code, but it should work really well <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Well, there's almost nothing to see, really. Code is simpliest ever. There's a SIGIL Actor, when it is touched , it becomes captured, while it is captured its adds Team score point every N tics.
Sat, 15 Dec 2007 16:35:54

Firebrand

I had a chance to test the gameplay mode, nice work, but there's a problem with the textures you added for your map, I don't have the name of them to add it to the TEXTURES lump list, even when I've put the patches in their proper PK3, the new textures aren't displayed because of this, could you please upload the TEXTURES lump you used so I can add them to the KA one? Thanks! I also improved the sigil graphics a bit, I don't like the plain colours, so I made them look like stones or something similar <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. They look better now. EDIT: I forgot to mention that I like the idea of icons for each team, I guess we could use them somewhere else, like in the CTF flags or something <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 15 Dec 2007 16:39:38

Crimson Wizard

[quote="Firebrand":2s4wjo5w]I don't have the name of them to add it to the TEXTURES lump list, even when I've put the patches in their proper PK3, the new textures aren't displayed because of this, could you please upload the TEXTURES lump you used so I can add them to the KA one? They have same names as patches. AFAIK you cannot make multipatched texture using PNGs in Vavoom.
Sat, 15 Dec 2007 16:43:24

Firebrand

OK, thanks for the info, I'll create them ASAP to make some screens and update the news with new content <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 15 Dec 2007 16:55:10

Crimson Wizard

Hey, Firebrand, I just remembered, you do not need to add texture entries I think, simply place them in "textures" package instead of common graphics package. They should work I think, I used this for other textures.
Sat, 15 Dec 2007 17:01:34

RambOrc

One possibility would be to have a couple of pre-defined team names, colors and logos. We could even build a single-player ladder like in the UT series.
Sat, 15 Dec 2007 21:42:26

Firebrand

[quote="RambOrc":fbjd790b]We could even build a single-player ladder like in the UT series. I don't remember this feature very well, could you please explain it a bit further?
Sun, 16 Dec 2007 02:19:30

RambOrc

Basically you have to go through certain maps with a certain game type in a fixed order and there is some blah blah in between.
Wed, 19 Dec 2007 10:44:18

Crimson Wizard

[img:dry3rxed]http://downloads.orcishweb.com/koraxdev/crimson/karena/shots/egyptian_finished.jpg[/img:dry3rxed] it has 3 domination bases now. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 19 Dec 2007 17:26:36

RambOrc

And also looks awesome.
Fri, 21 Dec 2007 13:56:21

Firebrand

[quote="RambOrc":amlzlh2v]Basically you have to go through certain maps with a certain game type in a fixed order and there is some blah blah in between. Oh yeah! Now I remember, something like this wouldn't be too hard to implement for the final version <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Once the maps are complete and balanced it's just a matter of creating a special lump for the maps and gameplay modes order and add a new way of starting a "campaign" or something to the menus...
Tue, 04 Nov 2008 19:46:24

Crimson Wizard

A small notice - I am going to make this only Domination map support CTF as well, it will require only placing two flag bases on map and some scripting maybe to change architecture dynamically a bit. Perhaps will be the most fierce CTF ever (because map is small and simple).
Tue, 04 Nov 2008 21:13:16

Firebrand

But it's a lot funnier to play in smaller maps IMO than bigger complex maps, because I sometimes get lost, heh! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> EDIT: BTW, I've just remembered something I wanted to ask, what's with all those variations of domination sigils? How can those be used? I would like to try to make a domination map myself now that I just have to fix resource stuff <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 05 Nov 2008 14:28:24

Crimson Wizard

[quote="Firebrand":1xril871]EDIT: BTW, I've just remembered something I wanted to ask, what's with all those variations of domination sigils? How can those be used? I would like to try to make a domination map myself now that I just have to fix resource stuff <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. I am writing this now: <!-- m --><a class="postlink" href="http://korax.wiki.sourceforge.net/KA+Mapping.+Domination">http://korax.wiki.sourceforge.net/KA+Ma ... Domination</a><!-- m -->
Wed, 05 Nov 2008 14:35:21

RambOrc

Health and Armor There's not much special in them. All items of these two groups are picked up and used instantly, effect is equal to all player classes. Health items are: * Crystal Vial (10 health) * Quartz Flask (25 health) * Mystic Urn (100 health)
I thought it's 10%, 25% and 100% of player health?
Wed, 05 Nov 2008 14:50:42

Crimson Wizard

[quote="RambOrc":sdhjolx5]
* Crystal Vial (10 health) * Quartz Flask (25 health) * Mystic Urn (100 health)
I thought it's 10%, 25% and 100% of player health? Hmm.. I do not think so. They use absolute values actually.
Wed, 05 Nov 2008 15:19:24

RambOrc

This will definitely not work for KoraxRPG where health will scale into hundreds and probably thousands. I think in KA the max health at the max level is 190, right?
Wed, 05 Nov 2008 15:21:59

Firebrand

Yes, something like that, IMO it feels good in KA, so I guess it might work in KRPG too.
Wed, 05 Nov 2008 15:53:22

RambOrc

Huh? I didn't understand what you mean.
Wed, 05 Nov 2008 17:34:00

Firebrand

Heh! Sorry, it seems I typed too fast... <!-- s:roll: --><img src="{SMILIES_PATH}/orcpascompris.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> In KA the max health value is 212 IIRC, so items giving 10 or 25 health increases when picked up aren't that bad, we also have items that give 100 health points when picked up, I've played most DM maps without feeling them unbalanced in any way <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. But IMO for KRPG we might need to find a better way for calculating health that items give to the players with higher levels.
Thu, 06 Nov 2008 17:55:30

RambOrc

Exactly, given that in KRPG a warrior might end up with 1000+ health (we'll see during playtesting).

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