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Should this be a gamemode?

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Total Votes : 5

Pyro Drop Gamemode

Post by Dotro on Fri Nov 23, 2012 2:55 pm

[Original idea mine but it was refined with help from our fearless leader Tentacle and oOPIDDYOo]

The map would be a long drop leading to a small platform that could only fit one person that has a medikit.
The set class is Pyro with 1 Heavy to operate the player drop
The teams couldn't be set like Pyros Blu and Heavy Red because then you couldn't airblast anyone
Obviously someone is going to have to volunteer as a Heavy (only one)
There is going to be a room that automatically drops your health to about 10 so obviously when you hit the ground you die instead of living and walking around
The operating Heavy presses a button on the control platform to collapsed the floor underneath the Pyro's, dropping them towards the ground.
The stand with the Medikit is a pillar about ya high, with room only for one person
The person that lands on that Medikit pillar will be the winner, losers obviously being the people who die
Round will start again, winner will have bragging rights

Considerations:
- The floor with the Pyros will have a timer of about 2 minutes (time debatable) so if the Heavy so chooses to be a hobosexual the Pyro's will just drop anyway
- The walls of the drop will be a hurt zone as to encourage Pyro blasting people into the sides
- Atleast one admin should be present to oversee the event, like tp'ing the Heavy into the control platform (suggested ideas to get around this would be appreciated
- And the floor will be lava for added Lollery

Feedback and suggestions to better this would be good

Code:
[code]

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Fri Nov 23, 2012 4:54 pm

I'm in. This is doable, can already hear the f-zero music in the background.
Any reason for the random code in your post?
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Re: Pyro Drop Gamemode

Post by oOPIDDYOo on Fri Nov 23, 2012 6:26 pm

Dafuq? sounds fun Very Happy

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Re: Pyro Drop Gamemode

Post by Ivorycry on Sat Nov 24, 2012 1:44 am

Sounds awesome Tenta! get right on it! Very Happy

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Re: Pyro Drop Gamemode

Post by Dotro on Sat Nov 24, 2012 5:12 am

TENTACLE_BOSS wrote:I'm in. This is doable, can already hear the f-zero music in the background.
Any reason for the random code in your post?

I was pressing buttons trying to find the poll button
It was down the bottom

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Sat Nov 24, 2012 5:41 am

Ivorycry wrote:Sounds awesome Tenta! get right on it! Very Happy

Occupied today, that said I will try to spend a few hours on the server in the afternoon and test randomizer if people are on to use it.
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Re: Pyro Drop Gamemode

Post by Dotro on Sat Nov 24, 2012 4:49 pm

Off topic, atleast I think this is a good idea

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Sun Nov 25, 2012 10:11 am

Dotro wrote:Off topic, atleast I think this is a good idea

Working on a prototype right now.
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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Sun Nov 25, 2012 11:42 am

I need ideas for traps! For this alpha I am not making the walls totally damaging, rather im making a few instakill areas (for now) and need ideas!
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Re: Pyro Drop Gamemode

Post by Dotro on Sun Nov 25, 2012 1:46 pm

TENTACLE_BOSS wrote:I need ideas for traps! For this alpha I am not making the walls totally damaging, rather im making a few instakill areas (for now) and need ideas!

I'm not totally sure what you're talking about...
I thought it was a pretty straight forward idea that wouldn't really have traps in it
I do not think we're on the same page.

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Sun Nov 25, 2012 1:52 pm

Dotro wrote:
TENTACLE_BOSS wrote:I need ideas for traps! For this alpha I am not making the walls totally damaging, rather im making a few instakill areas (for now) and need ideas!

I'm not totally sure what you're talking about...
I thought it was a pretty straight forward idea that wouldn't really have traps in it
I do not think we're on the same page.

Well okay, you mentioned pushing people into walls to damage them. I have modified that to specific areas for now, since we don't have any plugin to restrict people to pyro, thus some people will use weapons that have little knockback, making walls in a sense redundant. In all probability I will most likely make two versions of this (one with damaging walls so we can compare) but its essentially the same thing. 'Traps' would be a loose description of the spike pits and walls I've created, but rather than doing gradual damage they are instant kills if you touch one.
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Re: Pyro Drop Gamemode

Post by Dotro on Sun Nov 25, 2012 1:59 pm

TENTACLE_BOSS wrote:
Dotro wrote:
TENTACLE_BOSS wrote:I need ideas for traps! For this alpha I am not making the walls totally damaging, rather im making a few instakill areas (for now) and need ideas!

I'm not totally sure what you're talking about...
I thought it was a pretty straight forward idea that wouldn't really have traps in it
I do not think we're on the same page.

Well okay, you mentioned pushing people into walls to damage them. I have modified that to specific areas for now, since we don't have any plugin to restrict people to pyro, thus some people will use weapons that have little knockback, making walls in a sense redundant. In all probability I will most likely make two versions of this (one with damaging walls so we can compare) but its essentially the same thing. 'Traps' would be a loose description of the spike pits and walls I've created, but rather than doing gradual damage they are instant kills if you touch one.

Right...
I'm a bit beside myself at this point towards how I feel about this
But I trust your decision and will approve any changes you make

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Sun Nov 25, 2012 2:14 pm

Dotro wrote:
TENTACLE_BOSS wrote:
Dotro wrote:
TENTACLE_BOSS wrote:I need ideas for traps! For this alpha I am not making the walls totally damaging, rather im making a few instakill areas (for now) and need ideas!

I'm not totally sure what you're talking about...
I thought it was a pretty straight forward idea that wouldn't really have traps in it
I do not think we're on the same page.

Well okay, you mentioned pushing people into walls to damage them. I have modified that to specific areas for now, since we don't have any plugin to restrict people to pyro, thus some people will use weapons that have little knockback, making walls in a sense redundant. In all probability I will most likely make two versions of this (one with damaging walls so we can compare) but its essentially the same thing. 'Traps' would be a loose description of the spike pits and walls I've created, but rather than doing gradual damage they are instant kills if you touch one.

Right...
I'm a bit beside myself at this point towards how I feel about this
But I trust your decision and will approve any changes you make

Read the part where I state two versions will be made.
Also, how much damage per second were you wanting the walls to do?
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Re: Pyro Drop Gamemode

Post by Dotro on Sun Nov 25, 2012 2:45 pm

TENTACLE_BOSS wrote:
Read the part where I state two versions will be made.
Also, how much damage per second were you wanting the walls to do?

Seeing as the health while falling is pretty much 0, the damage on the walls would be instant death either way
Atleast that's what I planned

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Sun Nov 25, 2012 2:56 pm

Dotro wrote:
TENTACLE_BOSS wrote:
Read the part where I state two versions will be made.
Also, how much damage per second were you wanting the walls to do?

Seeing as the health while falling is pretty much 0, the damage on the walls would be instant death either way
Atleast that's what I planned

What makes more sense to you, instakill walls? or finding a way to set the hp of each pyro to one, then making the walls do a small amount damage? Or walls doing a significant amount of damage but not a 1 hit k.o?
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Re: Pyro Drop Gamemode

Post by Dotro on Sun Nov 25, 2012 3:07 pm

TENTACLE_BOSS wrote:
Dotro wrote:
TENTACLE_BOSS wrote:
Read the part where I state two versions will be made.
Also, how much damage per second were you wanting the walls to do?

Seeing as the health while falling is pretty much 0, the damage on the walls would be instant death either way
Atleast that's what I planned

What makes more sense to you, instakill walls? or finding a way to set the hp of each pyro to one, then making the walls do a small amount damage? Or walls doing a significant amount of damage but not a 1 hit k.o?

Well, it'd be about 1 health anyway to kill them when they hit the floor
Unless you wanna get rid of the whole healthkit on the pillars idea completely and just make everything that's not the floor insta-death
But still pillars
Pillars are cool

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Sun Nov 25, 2012 3:12 pm

Dotro wrote:
TENTACLE_BOSS wrote:
Dotro wrote:
TENTACLE_BOSS wrote:
Read the part where I state two versions will be made.
Also, how much damage per second were you wanting the walls to do?

Seeing as the health while falling is pretty much 0, the damage on the walls would be instant death either way
Atleast that's what I planned

What makes more sense to you, instakill walls? or finding a way to set the hp of each pyro to one, then making the walls do a small amount damage? Or walls doing a significant amount of damage but not a 1 hit k.o?

Well, it'd be about 1 health anyway to kill them when they hit the floor
Unless you wanna get rid of the whole healthkit on the pillars idea completely and just make everything that's not the floor insta-death
But still pillars
Pillars are cool

I was talking specifically about the damaging walls, not the floor.
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Re: Pyro Drop Gamemode

Post by Dotro on Sun Nov 25, 2012 7:18 pm

Well their linked basically
The walls don't matter if the floor insta-death kills you from a trigger_hurt instead of just fall damage cause by a layered trigger_hurt.

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Mon Nov 26, 2012 9:58 am

There's a bit of an issue. Without a lack of gravity, there is a lack of air control when you are falling, making specific movements impossible. Any ideas? Also I think you should try making an alpha as well.
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Re: Pyro Drop Gamemode

Post by Dotro on Mon Nov 26, 2012 12:44 pm

TENTACLE_BOSS wrote:There's a bit of an issue. Without a lack of gravity, there is a lack of air control when you are falling, making specific movements impossible. Any ideas? Also I think you should try making an alpha as well.

Well
That's a bit of a problem i've run into aswell
I've found that the longer the drop is, of course, the more controlled you are on the landing
That's basically my solution
Probably should find a better one

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Mon Nov 26, 2012 3:36 pm

Dotro wrote:
TENTACLE_BOSS wrote:There's a bit of an issue. Without a lack of gravity, there is a lack of air control when you are falling, making specific movements impossible. Any ideas? Also I think you should try making an alpha as well.

Well
That's a bit of a problem i've run into aswell
I've found that the longer the drop is, of course, the more controlled you are on the landing
That's basically my solution
Probably should find a better one

Well that solution just allows for little tactic I've found. I guess you could add gravity triggers about the place but that would be difficult to smoothly implement due to the sudden lack of momentum.
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Re: Pyro Drop Gamemode

Post by Dotro on Mon Nov 26, 2012 4:25 pm

TENTACLE_BOSS wrote:
Dotro wrote:
TENTACLE_BOSS wrote:There's a bit of an issue. Without a lack of gravity, there is a lack of air control when you are falling, making specific movements impossible. Any ideas? Also I think you should try making an alpha as well.

Well
That's a bit of a problem i've run into aswell
I've found that the longer the drop is, of course, the more controlled you are on the landing
That's basically my solution
Probably should find a better one

Well that solution just allows for little tactic I've found. I guess you could add gravity triggers about the place but that would be difficult to smoothly implement due to the sudden lack of momentum.

Hmm, I think you could, like, instead of putting in sudden stops that people won't expect, mark them out so people aim at them.
That could help it

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Re: Pyro Drop Gamemode

Post by TENTACLE_BOSS on Mon Nov 26, 2012 5:58 pm

Dotro wrote:
TENTACLE_BOSS wrote:
Dotro wrote:
TENTACLE_BOSS wrote:There's a bit of an issue. Without a lack of gravity, there is a lack of air control when you are falling, making specific movements impossible. Any ideas? Also I think you should try making an alpha as well.

Well
That's a bit of a problem i've run into aswell
I've found that the longer the drop is, of course, the more controlled you are on the landing
That's basically my solution
Probably should find a better one

Well that solution just allows for little tactic I've found. I guess you could add gravity triggers about the place but that would be difficult to smoothly implement due to the sudden lack of momentum.

Hmm, I think you could, like, instead of putting in sudden stops that people won't expect, mark them out so people aim at them.
That could help it

Multiple tunnels to fall down?
Temporary walls that turn on and off inexplicably in areas?
SPIKES
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Re: Pyro Drop Gamemode

Post by oOPIDDYOo on Wed Nov 28, 2012 7:48 pm

TRAPS -Disappearing platforms.

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Re: Pyro Drop Gamemode

Post by Dotro on Sun Dec 02, 2012 6:02 am

TRAPS?!
WHAT?!
How about things
That kill people?

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Re: Pyro Drop Gamemode

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