| 08-27-2004, 06:20 AM | #1 |
Im making a map where there are 7 different "points of importance" on the map, where i wish the units to fight over. The points of interest are built up like this: -B---X----X ------X----- -X---X----B B = main base X = Points of importance whiich the units wish to capture. So i thought of making a totally random system where the units spawn at random points that they control, and attack a random point the enemy controls. But how will this affect the map? Maybe a skilled team can loose vs noobs because the noobs units started attacking a perfect spot and they all spawned closest all the time etc. Note: The map is an AoS (dota-type of map) so the players are heroes and the units are... units. So is there a better way of doing this? Is random really a good thing to have in games like this? |
| 08-27-2004, 12:51 PM | #2 |
I think it would be better if you had to build some kind of barracks into the "point of importance". And units spawn on every point with barracks, so it's really important to capture points. Because, when there is random spawning, you have no real profit if you have more points. The units could then always attack the next point the enemy has. |
| 08-27-2004, 01:31 PM | #3 | |
Quote:
Yep! A much better way is to have a majority of the units pathed to go in specific directions and then (Once reached the point) Find it controlled by their team (Simple trigers that im sure a trigger such as yourself could handle) move on to the next closest point etc so that one unit group can cover all the points (Including all centre points) untill being pathed to the main base. This is a good way to do it, but you could always use A.I. ^_^ |
| 08-27-2004, 01:47 PM | #4 |
Thanks for suggestions, i really need it :) Oh well i can tell you what the map is about, i dont expect ppl to start copying ideas... Its unreal tournament 2004 onslaught, for those who has tested it. The map is called "Ascension" and is hosted at [url]www.Themappersguild.net[/url for those interested This map will be far from other AoS type maps, because i want the units to move all over the map, not just pre decided paths where you fight hour after hour. I first made a system that makes them spawn at the node closest to enemy, and attack the "smartest" node. BUT the problem with this is all units does the same "smartest" move. And that created mass slaughter between 2 points, which got kind of boring. And about the importance of capturing these "points" (power nodes) is that once you have captured all nodes you can win the game by killing the enemy base (its invul untill you have captured all points/nodes). The best thing would be that maybe 5/15 units spawn at one point and go to another, and then other 5/15 go from another node to another node, to create balance between the battles. But that would, of course, also create the "dota-feeling" where you simply keep fighting and the units spawn behind you. note: The units doesnt spawn, they revive when they die... so the only bonus for killing is gold + the time it takes for it to move to the node. Garith: You mean the units should spawn randomly and then start moving to the closest enemy (or neutral) node, and once they reach it continue to another? That would probably make it as much random as it is, because there are usually only 1 or 2 nodes that are valid to be attacked. To attack an enemy node, you must have captured all nodes nearby, which creates some kind of "web" effect where you must have all connected nodes. So therefor all units will uusally go toward the same target. So i thought random would still make these different paths because they attack from different spawn locations. Hmm could you explain it alittle more after what ive told, or maybe come up with any other ideas? |
| 08-27-2004, 03:18 PM | #5 |
In that case I think it's best to do as Garith said. At least I have no idea how to make it better |
