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Stealth Maps

09-01-2008, 06:35 AM#1
Shadow_killer
So what would you guys think about a map that uses some kind of stealth system? Like you hide your assassin in a really bushed area and you become invisible. Then some guards walk by, if they walk by close enough they would have a % to see you. Unless they noticed you before and uses a torch to light up the area.

The map i was thinking about would be a an assassin map where you take roll as an assassin and have to kill the king of an city. You would have to gather information about the king (like where he goes and stuff like that) do small quests around the city to gain gold to buy items. I was also thinking about making 1 player play a part of the guards.

Also i was wondering if i would break new ice with such a map or does it already exist one? I'm also sorry if the title sucks but i couldn't think about a better.
09-01-2008, 08:25 AM#2
rulerofiron99
I made a little test map a while back where standing in a shadow would fade your hero out over time. That, coupled with 0.00 selection scale, effectively ensured invisibility.

What might be nice is to call SetDayLightModels() and make all guards carry torches around. Guards will obviously have to be >>>>> assassins in close quarters combat, and much more plentiful in number. And for the sake of peace and playability, I suggest 3 guards (controlling different sections of the city) to 9 assassins, or something like that.

So basically, your idea has been tried before, but never done really well.

To continue:
Ever played a game called Commandos? (also had 2 sequels)
It was basically a top-down WWII tactical stealth game, which required the player to infiltrate, assassinate, steal secret documents and at times defend certain areas. It owned. Hard. Thing is, patrolling soldiers had an arc in front of them shaded in green - their line of site. There was a bright portion and a faded portion. If your dude was found in the bright portion, the soldier would start firing or attempt to sound the alarm. If you were in the shaded portion, however, the soldier would acquire an exclamation mark about his head and walk towards you to investigate. If your character is wearing a uniform of a captian or above rank, low-rank guardsmen wouldn't have any doubts about your identity at any range. Damn, I want to play that game again.

Bottom line: AI with 4-6 players would be best, but this AI would be pretty damned bloody difficult to make.
09-01-2008, 03:32 PM#3
Kino
Such a map has already been made it wa scalled Assassination.

However it was really basic and rather crappy, so Im very sure its worth making your own.
09-01-2008, 03:51 PM#4
Shadow_killer
Quote:
Originally Posted by rulerofiron99
I made a little test map a while back where standing in a shadow would fade your hero out over time. That, coupled with 0.00 selection scale, effectively ensured invisibility.

What might be nice is to call SetDayLightModels() and make all guards carry torches around. Guards will obviously have to be >>>>> assassins in close quarters combat, and much more plentiful in number. And for the sake of peace and playability, I suggest 3 guards (controlling different sections of the city) to 9 assassins, or something like that.

So basically, your idea has been tried before, but never done really well.

To continue:
Ever played a game called Commandos? (also had 2 sequels)
It was basically a top-down WWII tactical stealth game, which required the player to infiltrate, assassinate, steal secret documents and at times defend certain areas. It owned. Hard. Thing is, patrolling soldiers had an arc in front of them shaded in green - their line of site. There was a bright portion and a faded portion. If your dude was found in the bright portion, the soldier would start firing or attempt to sound the alarm. If you were in the shaded portion, however, the soldier would acquire an exclamation mark about his head and walk towards you to investigate. If your character is wearing a uniform of a captian or above rank, low-rank guardsmen wouldn't have any doubts about your identity at any range. Damn, I want to play that game again.

Bottom line: AI with 4-6 players would be best, but this AI would be pretty damned bloody difficult to make.

Some guards would carry torches not everyone. And i was thinking about 1 computer player that are the king and his army, 2 players that support the kings army and then 8 assassins. Yeah i have played commandos, but i liked desperado's more (just like commandos but western style instead) Think im gonna try out desperado's for some ideas.

Quote:
Originally Posted by Kinorhynkar
Such a map has already been made it wa scalled Assassination.

However it was really basic and rather crappy, so Im very sure its worth making your own.

Thanks for the map name i checked it out and it really was basic, dident have any stealth triggers/system at all were just shadow meld.

If you know any more maps that has the same theme please tell me so i can check out the competition.
09-01-2008, 06:14 PM#5
Blubb-Tec
The idea sounds really cool, long time ago I also planned to do something like that, but more in the style of a single-player campaign, still I think this concept is very promising. so go for it :D
09-01-2008, 08:18 PM#6
Anopob
Good idea, but I don't really like how people can be King/Guards. Like in the map already mentioned, Assassin, people would just stack or camp and it was really unfun (especially in this case if there will be ranged guards or other events). Really would like a good, polished game though if you are willing to make it.
09-01-2008, 08:45 PM#7
Askhati
Reminds me of Assassin's Creed. Will the assassin players be allied or not? Because if they're allied and team up on the king (2v8 gank), it will get really nasty. Sounds good though, count me in if you need anything.
09-02-2008, 02:51 PM#8
rulerofiron99
Idea: auto-death to a mob of 5 or more units. This will prevent stacking. That's what I'm doing for my first "who's the killer" type of map.

What might also work: Guards are Heroes without creeps, they can buy torches and stuff. They are 10x more powerful, and can only see in front of them (I made a system for this a while back, but it's kinda slow. What might work is to make invis-detection in front of the hero (arrayed units with increasing sight range) and the whole map visible.) That, or just rely on players' sense of sight?
09-02-2008, 06:07 PM#9
Askhati
I had a basic system WAY back to make units stealth when they entered a certain forested region: define a region where you want him to stealth, and then give/remove the Ghost ability to him when he enters/leaves the region. Simple.
09-03-2008, 04:39 AM#10
Nuclear Arbitor
personally i think this sounds more interesting as either single player or a small number of assassins 2-6 and all the guards computer. if you gave the guards torches which revealed an area all around them, line of sight with some nice glow effect, and then made it so they would only attack people who they saw in front of them i think it would make it more interesting. that way even if the first guard dint see you the second could from the torch illumination. then you could kill the last guard for his key while leaving the first or something like that. this of course assumes it's night. a VERY awesome and old game, although there is a second one and an xbox version that is very similar to this but1st person, is Thief: The Dark Project. i have the first one and it has things like rope arrows. gives me a headache to play though and the graphics r pretty bad, some ppl would probably say shit.
09-03-2008, 11:53 AM#11
Askhati
There's an easy way to prevent assassins mobbing: classify each assassin as Undead, as well as giving each one a damage aura that affects only Undead units (excluding self). That way, once two or more assassins hang around at the same point, they start damaging each other (even if they're allied).

Call it something like a "Competitive Ego" aura?
09-03-2008, 08:47 PM#12
Anopob
I'm saying guards, but because of them patrolling and the like that aura on them would probably be too easy for the assassins to kill them.
09-03-2008, 08:58 PM#13
Askhati
No... The assassin's damage aura damages only other assassins. Guards shouldn't be affected, and would in fact benefit if they surprise a group of assassins plotting together.
09-04-2008, 12:39 AM#14
Nuclear Arbitor
ppl do not generally hire a group of assassins either separately or competitively. its A, a waste of money and B, they're egos/feelings may get in the way of doing the job. if some one is to hard for one person you get a group. if you wanted to prevent the assassins from mobbing make it so there's a gate the requires a certain number of pressure switches or something at various locations around the map pressed and have a boss or something behind the gate. ppl would be bitch but if you give every one a reward that's equal it works out fine.
09-04-2008, 10:04 AM#15
Gorman
Geez Nuclear, way to be uncreative!

They could be competing for a valuable artefact, controlled by the king, or members of an outlawed cult off to send a very deadly message to the king. Still more ideas pop into my head, they could be from a village oppressed by the king, or could be part of an opposing faction. The king's fiefdom could be a martial society; "you keep what you kill", so killing the king allows the killer to control his realm, and so the assassins can fix any problems previously created by the king.

How about this for an idea; The country has become rich and powerful, and transformed into a martial pride society (You keep what you kill). However the Lord of the country is an arrogant arse, and so he issues a challenge, he now decrees that whoever kills the Lord of the country becomes the new Lord. And so from every corner of the domain rushes bandits, assassins, mages and warriors alike, each vying for control of the realm, and its riches.

The king begins the game as an NPC, all players are assassins. The goal of each assassin is to take and control the position of king for 10 minutes, when king he can control the cities guards, gates, and militia. Guards can be told to go down certain routes, but cannot be controled completley (if a guard dies a new one spawns from the barracks and goes back to the same route), gates take 20 seconds to close, and only half of them can be closed at any time, closing more then that will open a random gate. Militia can be summoned to attack move from the barracks to any position to protect and assist, but this is a spell, and has a cooldown, and lasts for just 1 minute.

Assassins are outmatched in man to man combat, but they can debuff their enemies, slowing attack speed, movement speed, reducing damage, armor, and their call for help range. If a unit calls for help, then other guards will run to assist him, and track down the assassin (this can be tactically exploited by the assassin)

EDIT: oh yeah, and people will be inclined to help each other a bit, using each other as diversions etc, and aiding each other, but they wont want to help too much, or the other will become king!

So yeah, that would be cool =)