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 Team Monsterhunt - Bunnytrack Combination?! 
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Joined: Tue Aug 26, 2008 5:21 pm
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Location: Kansas, USA
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I'm with Skillz, platforming parts are fine with me aslong as there are short & easy and not just tacked on. An example of what I like is WarShipSuperNova; it has a few platforming parts, but other than that, it is a regular MH map.

I used to play BT quite a bit, though.


Mon Feb 23, 2009 10:19 pm
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I guess my view is colored by simple jealousy. The friggin lupus has really hampered my fine motor skills so the dodge-jump crouch spin-and-hop thing is probably never going to happen like I want it to. My stupid hands don't work like I tell them to. I'll have to settle for just being amazed at how good others are I guess.

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Mon Feb 23, 2009 11:32 pm
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Joined: Sat Nov 15, 2008 11:54 am
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I agree with Skillz that the Andromeda map has an ok use of BT, but that's because the map is so god damned well made, the author clearly spend a lot more than the standard 1 hour an "average" BT/MH map is build in. Just look at the godz mapz, ugly as hell with nothing but boxy rooms and bars and platforms for the BT lovers. I'm not a particular skilled mapper, but i often see maps in that theme that should have never been released.

MonsterHunt = hunt down and kill monsters
Team MonsterHunt = hunt down and kill monsters faster than oponent team
BT = run, run, run, jump, jump, keybind this, keybind that, jump, jump and run.

BT in MH gameplay takes away the action and the flow of the hunt. It's like taking away the flag in CTF gamestyle and replace it with a domination point. It just doesn't mix.

Why just mix TMH and BT? Why not go all the way and create the total mix of just to make sure noone likes the gamestyle anymore? Let's make a gamestyle like this:

We base it on MH gamestyle, we make a map with lots of BT areas in it, some leads to domination point which teams needs to control in order for their ammo count to increase, then other parts leads the flag stands that the teams needs to cap in order to activate a new spawnpoint that is closer to the oponent teams base (turning it towards the assault gamestyle), then place monsters on the way to slow the attacking team down, and finaly when reaching the oponent teams base, the oponent team will be fragging the attackers and see how long they can defend the base. When the attacking team has broken down the defences and captured the base, the clock is stopped and putted in reverse for the other teams to attack the base against the first attackers time. And ofcause combine it with LMS so the players will only have a given ammount of lives to play with.


Mon Feb 23, 2009 11:54 pm
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I think there is more to "hunting" than just killing. Exploring should be included as well.

Making areas in a map harder to reach (ie; jumping obstacles, etc..) should be a part of MH just as much as killing the monsters should be.

When you go hunting, it's not just "kill, kill, kill..." its all about getting places that give you good line of sight, as well as making you more camouflaged.

If you was to go hunting for mountain lions, you wouldn't stop the hunt because you came to a canon/valley and the only way to get across was to make a jump, walk a dead tree, etc.. or come to a river with fast moving water with a slippery bottom, but has rocks sticking out of the water that is nice and dry. Sure, some people would attempt to walk though the water, but the better people would jump the rocks.

I'm just saying, BT can be added into a map and make the game play more realistic. Granted it hasn't been done to its full potential on a MH map, I've seen it on a BT map before (at least once)

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Tue Feb 24, 2009 1:56 am
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Nice points and really good post.

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Tue Feb 24, 2009 5:57 am
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Really, what I meant was only something small, like to jump on some less uhm things at a wall to arrive a door-switch or to "dodge" a up-down moving laser, whatever. No complex hardcore BT stuff (like I said, I suck with BT, too^^)

Quote:
the author clearly spend a lot more than the standard 1 hour an "average" BT/MH map is build in.

*caught* ok,.. this explains at lot for me. I dont care for what I map, I take that seriously (I mean primarily the visual aspects). 1-Hour/2-Day Maps would not be a possibility for me.

@Exploring, Bonus Areas: Well, yes, something like that could be also possible.

But whats now with the "Bot support"? How important is that in MH generally? I really dont know it.


Tue Feb 24, 2009 7:02 am
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IMO bot support is overrated and only for offline gaming? The AI of the unreal engine is not that good, so the bots often don't do as you want them to anyway, you always need to "trick'n'treat' them if you want them to follow specific paths. And then your map is easy to spam with pickups so the players have too many health/armor/ammo pickups just because they are needed to make the path used by bots. Yes, there are navigation points to tell the bots where to go and what order to go there, but they tend to stray on their own on the way there, and if you want them to BT in a map you 100% need to "trick'n'treat" them.


Tue Feb 24, 2009 9:27 am
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Agreed. MH should be played online with real humans, not offline with bots. The bots just aren't smart enough to grasp the tasks of hunting down monsters and completing levels.

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Tue Feb 24, 2009 10:24 am
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Couldn't a lot of that AI be faked anyway? I.E if a bot needs to hit a switch / monster end a pickup or something could be placed there which takes no affect (and might be invisible?) with a really high priority, so bots would almost always go for it, and therefore hit the initial intended object anyway?
I suppose BT can be put into MH, but I'd call it less of BT and more of just another enemy that faces the player, the only difference being that monsters would directly attack you, and that giant pit of whatever is just there.

What I'm trying to say is, the terrain can be just an effective enemy as the opponent is, but it shouldn't be exploited too much. 20 near perfect dodges will annoying anyone just as much as 20 overpowered titans with only a pulse gun.

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Tue Feb 24, 2009 10:30 am
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Feralidragon (the guy behind Naliweapons [2]) scripted after my request a special "empty" "pickuppathnode" called BotBuerger. I needed it orginally for a dm map at a certain place where bots are normally to stupid to master their way up to a Redeemer pickup. Whatever.
It gives the bot really nothing but it works more effective as a common pathnode. He said me it will be very helpful for Monsterhunt to guide bots to important keypoints (in some certain points similar to the Fort Standards of Assault, concerning not in Destroy-this etc)


Tue Feb 24, 2009 10:48 am
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