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Author Topic: Efl map template development  (Read 851 times)

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Platoon_Leader

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Efl map template development
« on: 20 Jun 2003, 14:58:27 »
EFL CTF Template Development
Stable Version = Beta 1.0
Under development Beta 1.4

Source-code Link
(NOT YET AVAILABLE)

Standard Map Settings
1) Built to accommodate 34 players
2) Respawn = 40 seconds
3) Vehicle respawn = 40 seconds
4) CTF Flag-run score = 5 points
5) RCTF Flag-run score = 3 points
6) Flag-touch Bonus = 1 point
7) flagreturndelay = 2 minutes (From dead flag-runner)
Illegal Spawn-shooting Punishment time = 5 minutes (Including respawn time)
9) No Fog
10) View-distance = 700m

PRE Game selections

DAYTIME SETTINGS
EFL Match = default setting for match game (Unless teams have agreed otherwise)
(This will basically correspond to one of the settings below, chosen by the map-builder)
Dawn
Midday
Dusk & Auto-flare
Dusk
Night & Auto-flare
Night
24 hrs & Auto-flare
24hrs

GAME-PLAY
EFL CTF Match =default setting for match game (Unless teams have agreed otherwise)
(This will basically correspond to one of the settings below, chosen by the map-builder)
CTF Pro (No vehicle respawn, targeting disabled)
CTF & VR (Vehicle's respawn , targeting disabled)
CTF & Targets (Vehicle respawn OFF, targeting enabled)
CTF & Targets & VR (Targeting and VR enabled)

EFL RCTF Match h= default setting for match game (Unless teams have agreed otherwise)
(This will basically correspond to one of the settings below, chosen by the map-builder)
RCTF Pro (No vehicle respawn, targeting disabled)
RCTF & VR (Vehicle's respawn , targeting disabled)
RCTF & Targets (Vehicle respawn OFF, targeting enabled)
RCTF & Targets & VR (Targeting and VR enabled)

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INTRO
A short cut-scene flyby view from one flag to the other
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MISSION
INITIAL SPAWN
On your initial spawn, you will be presented with a Battlefield type weapon selection system
Any limited weaponry will be found in ammo boxes

RESPAWN
You will instantaneously respawn, but be held in a frozen state by a cut-scene until the respawndelay time is up
You will then be presented once again with the Weapon selection system

SAFE-ZONES
Each safe-zone has an outer-warning zone
If you enter this warning zone, an alarm will play only to you.
In addition a warning message will also be displayed to you only

If you enter the kill-zone, a private message will be displayed to you only
Along with a sound and you will be killed

If you enter a restricted safe-zone area as a flag-runner, the flag will be immediately returned (No delay)

Illegal Spawn-shooting
The protected spawn-zone is marked on the map by a black diagonal grid
In-game it should be marked by "DANGER" signs
It can be the same size as the safe-zone, but ideally will be smaller
The Illegal Shooting system, looks at a player every time a weapon is fired
If the Shooter or his target is within the protected spawn-zone, then

The Shooter
Is instantly killed then respawns and is held in a cut-scene for his punishment time
He receives messages explaining what he has done

The Victim
Has a message sent to him explaining what happened
If he has only been wounded, he is repaired back to full health
If he was killed, he is instantly respawned at the place of his death
and Rearmed with the weapons he died with
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OUTRO
During the last second of the game, you will have your user-input disabled
The Outro screen will play
a delay is run while the clients catch up, then the server runs the final score calculations
It will state on-screen
1) The Mission Name
2) The date and time the server started the map
3)The score and who won
(Take screen-shots of this if you want)

This Outro screen Score IS THE MATCH SCORE
Any discrepancies when compared to the score-sheet are caused by YOUR CLIENT and its de-sync and lag
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CTF SYSTEM
Fully scripted system (No triggers)
When a flag is taken, only the side that takes it gets a message or hears the "Flag-take" sound
When a flag is capped both teams get the message and hear the "Flag-cap" sound

Flag-touch Bonus system
This is enabled for every CTF game automatically
After a flag is held by the enemy for 5 seconds, they receive an additional bonus score
This can only be awarded once per flag run attempt
(Eg from leaving its flagpole to its return, the bonus can only be awarded once)

The flag-touch bonus score will only be added to the final score in the event of a tied game
The idea of this bonus award is to reduce the amount of tied games

Flags cannot be taken into restricted zones, eg safe-zones etc etc

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RCTF SYSTEM
REVERSE CTF
The aim of this type of game, is for one of your teammates to TAKE YOUR FLAG TO THE ENEMY FLAGPOLE

It is expected that this will be a faster style of game-play, requiring heavy backup for the flag-runner
Eg Supported flag-run attempts
Differing from CTF by the fact that the enemy flag does not have to be flying on its Pole for you to score
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MISCELLANEOUS
Special Effects
You will see an option in your normal action menu called "Effects"

Enabling this, causes a message to be displayed, stating the current effects setting (On or Off)
Once enabled, you will be able to see
Helidust, when choppers are low to the ground
Tank shock dust when tanks fire their main guns
Fires on destroyed vehicles.

The effects will only start up when
(A chopper next starts its engine)
(A tank next fires its guns)
If a chopper has already started its engines before you activate the effects system, you will not see the dust)

AUTO-FLARES
These are re-firing flares that light up flag areas during selected nighttime maps

IMPORTANT OBJECTS
Eg ammo crates, Medic tents, flag bunkers
These have a looping repair script on them to keep them serviceable


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KNOWN BUGS

1) Outro music doesn't play
2) RCTF Flag-runner doesn't have flag immediately returned if he enters the enemy safe-zone
3) Error message created if ammunition selected for a non existent weapon in weapon selection system
4) Poor effects dust colours
5) Problem with creation of fire on damaged vehicles when special effects is on

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UNDERGOING DEVELOPMENT

1) Mapmakers switchable option for Parachutes On or OFF
2) Side Border Restriction Zones including immediate return of flags if player is flag-runner
3) Additional button in weapon selection screen to reload what you last loaded, without having to do it manually
including a "Save load-out" option
4) Allow specific weapon type selections for different soldier classes (Eg sniper) etc
5) Develop intro so that it starts by looking at your respawn, then flyby to your flag, then flyby to enemy flag
6) Some developments to allow easier setting up for a would be mapmaker
7) Improvement on Effects dust colours
Remove known bugs

The above template has reached beta version 1.5 and has been beta tested by by the public on the Zeus server, beta testing went very well with very few minor bugs.

Euro-Flashpoint-League is leading the way for competition type maps, we have a great team of map makers lead by Terox.

Offline Black_Feather

  • Former Staff
  • ****
  • I'll never forget you Daisey.
Re:Efl map template development
« Reply #1 on: 21 Jun 2003, 00:00:57 »
Please don't post post like this without a link to the template, a better place would be the editors depot anyway or multiplayer editing.

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