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Mapmaking ideas, view or post :)

04-28-2003, 04:25 AM#1
theJ89
My Ideas: These are some ideas I thought up one after another today. Tell me what you think of them, or add some ideas to the thread if you want.

1. Custom Night Sky: Change sky when it turns midnight.

2. Flame Residue: Fire Enchanted weapons / projectiles should leave flame on the unit for about 5 sec, inflicting burn damage every half second.

3. Underwater FX: When going further into the water, decrease the size of the unit, while zooming in with the camera. If the camera is going to be underwater, make sure you apply a White Mask Filter with 70 blue and 50% transparency for the underwater look.

4. Team Picking: A Dialog will pop up. It will say "Pick Your Team" and the buttons will read "Red" and "Blue". When the button is clicked, it will add the clicking player to the Red or Blue Player Group, and change his player color to either red or blue.

5. First Person: Not exactly sure how to do this, but it sounds like you will need to use the keyboard to look left/right/up/down.

6. Third Person Helpers: Ever notice how crappy the camera can be in third person games (if you have ever played one)? Two ideas here. 1: Make Locations around cliffs. When they are stepped into, make the camera raise up. When they leave, lower down. 2: In tight corridors, zoom in by decreasing the distance of the camera when the unit you are commanding enters a "Zoom" reigon.

7. Ammo: In Battle Sims, there would be ammo for every unit. The Unit would be in an array, and the ammo would as well. For example, Unit[0]'s Ammo would be Ammo[0], and Unit[3]'s Ammo would be Ammo[3]

8. Lights Out: During the night, all torches will light up. During the day, all torches will burn out. (like in zelda) this is done via a, Pick Every Destructible in Group Matching Condition and Play Destrutible Doodad Animation.

9. Areas for a low or high number of players: In an FFA where you control one unit, Finding someone can be impossible when only 2 of 12 players are playing. My idea is a map with smaller "maps" in them. For example, a small area for 2 players, a moderate area for 6 players, and a huge area for 12 players.

10. Projectiles -> Units?: How 'bout it? Units can be manipulated by size, animation speed, movement speed, flying height, color, transparency, animation, orders, you name it! Units have it all, and are a good idea for custom projectiles.
07-06-2003, 08:44 AM#2
theJ89
Will somebody please comment?
07-06-2003, 09:00 AM#3
Silenkiller
Some have already been done.. but I didnt know the %'s for underwater, thnx =P

Overall, :foot:
07-06-2003, 09:06 AM#4
Panto
If you use a unit model as a projectile, I don't believe that you can play any of the model's specific animations, unless there's some mad triggering lovehandle for specifically that purpose.
07-06-2003, 09:08 AM#5
Silenkiller
Quote:
Originally posted by Panto
If you use a unit model as a projectile, I don't believe that you can play any of the model's specific animations, unless there's some mad triggering lovehandle for specifically that purpose.



LOL @ Lovehandle :ggani: