Posted by Spartan on Sat Aug 21st at 3:05am 2004
Axis vs Allies
Allies must destroy two Axis tanks then after both tanks are destroyed they must capture the one flag at the end of the map to win. Only the Allies can destroy the tanks and capture the one flag.
Axis must defend the tanks and flags for ten minutes. If the Allies have not captured the flag at the end of ten minutes then the Axis win.
I also want two spawn areas for the Axis and Allies. They will both spawn at their first spawn point. Once a certain amount of Allies breach a certain area in the map then the Allies will begin spawning at their second spawn point and the Axis will begin spawning at their second spawn point.
If you know know that this can be done it would help. Thanks
Posted by Crono on Sat Aug 21st at 3:11am 2004
I'm not so sure about moving the spawn points though (which is what you'd have to do, since people spawn in random spawn points).
But besides the spawn thing, yes, you can do what you want to do. The actual specifics of it are not something I think anyone would type out here. Its far too complicated, and if you're asking it would probably need some extra explaining (not to be offensive, but it doesn't seem like you have an idea of how to do it, thus the asking).
Try going to VERC and looking at the entities that are available in DoD.
And I'll post some tutorial links if I can find any, I know I've seen them before. [addsig]
Posted by wil5on on Sat Aug 21st at 5:04am 2004
wil5on
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Posted by Crono on Sat Aug 21st at 5:10am 2004
| ? quote: |
| You can set a master for spawn points, so yes, it is possible to have advancing spawn points.
|
There you go. [addsig]
Posted by Gorbachev on Sat Aug 21st at 5:43am 2004
Just have an area cap for that further reach in the map with an invisible ally count or whatever, so when say 6 allies are far enough in the map and standing withing the capture zone (which could be a few blocks in this example as it's distance not location.) Once that has been achieved (for a certain period of time if you wish.) you have it capture an invisible area (HUD wise) so that it triggers the advanced spawns and just make it un-capturable by Axis (or opposing team) and make it neutral to start with.
Actually, if you really really want I could whip up a tutorial map for this.
[addsig]Posted by Spartan on Sat Aug 21st at 2:12pm 2004
I have mapped for Half Life and I read over most of the DoD tutorials on Verc after posting this and I was thinking up a way to do both of of the things I wanted. I just got to try them out later and get back to you guys on the results. If someone has already done this though it would make a great tut.
Posted by Tracer Bullet on Sun Aug 22nd at 10:30am 2004
some resources I've found usefull:
http://www.tanelorn.org.uk/~nick/dod/
http://www.mardymouse.co.uk/index.php
You ought to be able to figure things out from these tuts, and the info others have already provided.
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Posted by Spartan on Sun Aug 22nd at 12:46pm 2004
Posted by Tracer Bullet on Mon Aug 23rd at 8:41pm 2004
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Posted by Gorbachev on Mon Aug 23rd at 8:48pm 2004
http://members.shaw.ca/gorb/dod.fgd
My FGD. It has env_model, and has a few updates that bring it up to v1.3 status. (It has 6 custom objective sprites available.) Don't bother opening up the .map there is no reason to...just compile from it.
[addsig]Posted by Spartan on Tue Aug 24th at 12:42am 2004
Posted by Gorbachev on Tue Aug 24th at 8:31am 2004
Posted by fizscy46 on Tue Aug 24th at 8:43am 2004
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