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Old 03-10-2008   #21 (permalink)
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Default Re: Using KOTH to Limit Map Size


Quote:
Originally Posted by Aka Paradox
yea but that does not count as a reasonable way to keep people out.
Actually, I dedicated a chunk of time to this theory of mine, and it couldn't have come out more successful. I am only posting a picture of the ISD™ (Inverse Shield Door) and Haloramic I created for my SpykeBahl map to show you the concept in a working map (If you want to view the map you will have to go the minigame forum to view it; I won't post a link because I don't want to violate the rules).

Sorry to go off topic, but this is what was being discussed, so I added it in.



ISD™ from one side - what you see when you are playing


My uber-sweet Haloramic (you must full view this to see it) - this is a perspective from center court, so to speak...

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Old 03-13-2008   #22 (permalink)
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Default Re: Using KOTH to Limit Map Size

you can also make the players inside the hill health decay.
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Old 03-14-2008   #23 (permalink)
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Default Re: Using KOTH to Limit Map Size

Kind of like a constant Power Drainer...

Make sure to turn off 'nades for that, otherwise you will have people spam 'nades and get kills left and right. Those in the hill wouldn't have a fighting chance.

What about the opposite? Anyone in the hill is either stronger or invulnerable (hamster crack style).

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Old 03-31-2008   #24 (permalink)
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Default Re: Using KOTH to Limit Map Size

I actually tried something like this for my GoW style gametype, but something else didn't work out well..so I gave up on it. But yeah that would be a great idea for slayer.

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Old 04-01-2008   #25 (permalink)
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Default Re: Using KOTH to Limit Map Size

Quote:
Originally Posted by chrstphrbrnnn
I actually tried something like this for my GoW style gametype, but something else didn't work out well..so I gave up on it. But yeah that would be a great idea for slayer.
I've never played Gears, so I don't know how that game works for multiplayer. Could you please elaborate?

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Old 04-07-2008   #26 (permalink)
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Quote:
Originally Posted by a dumb cat View Post
[color=brown]Actually, I dedicated a chunk of time to this theory of mine, and it couldn't have come out more successful. I am only posting a picture of the ISD™ (Inverse Shield Door) and Haloramic I created for my SpykeBahl map to show you the concept in a working map (If you want to view the map you will have to go the minigame forum to view it; I won't post a link because I don't want to violate the rules).

Sorry to go off topic, but this is what was being discussed, so I added it in.



[img width=800 height=156]http://i206.photobucket.com/albums/bb19/youdumbcat/Halo%20-%20SpykeBahl%20Arena/Haloramic-03.jpg[/img]
My uber-sweet Haloramic (you must full view this to see it) - this is a perspective from center court, so to speak...

[color=brown]--dc
Actually now that I can see a picture of it that is a great idea. I know this is the wrong thread, but I'm gonna go download that.
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Old 04-11-2008   #27 (permalink)
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Quote:
Originally Posted by Dyer13 View Post
Could you also do the exact opposite, having the hill outside your map boundary, only when you are in the hill, kills count as zero, and you lose points while in the hill?
I don't see why not, but you will have to use one edge of the map because only one hill will be active at a time.

Use one hill, active at all times.

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Old 04-27-2008   #28 (permalink)
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great idea, it makes sense too, but like other people say , how can i work around to get it to ctf?

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Old 05-14-2008   #29 (permalink)
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Just another little idea to add as a penalty for players outside of the map, reduce their speed by loads when outside of the hill, and put a teleporter very far away from the map so they are stuck out there for a while.
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Old 05-14-2008   #30 (permalink)
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awesome idea, this will save me from a ton of people getting out of my maps.




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