22nd Looking for Some Coders

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Renegade122

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Hey guys.  Before I tell you why 22nd could use some help, I'll give you the lowdown of whats going on.

A couple weeks ago, I suggested on the 22nd forums that they open up an Epic Siege server.  What that essentially would entail is creating scenes that are much bigger then the normal siege maps, and playing them with a time limit from a half hour to an hour.  The basic idea behind it is to give people a chance to get away from the the common siege maps that can, with a determined group of attackers, be taken in literally a couple of minutes.  The way I look at it, if you get a group of people trying vigorously to take a castle, and meanwhile give them a good long time do it, a "medieval siege identity", as I've been calling it, will begin to form in the players mind, and create a much different and fun experience, as opposed to the casual norm.  The same goes for the defenders.  We had more of an in-depth discussion of the mechanics that something like this would require; thats on the 22nd forums, so if your interested go there and check it out.

To get this ball rolling, we need anyone who could lend a hand, and from what I'm told, specifically coders.  If you'd be at all interested in helping out, or even just checking out the idea, then again, make your way over to modding section of the forums on 22nd and make yourself heard.       
 
22nd doesn't need help with that do they? They have some mapmakers of there own if I recall correctly. BTW that idea sounds interesting i wouldn't mind trying* it.

(*playing it, I'm not a mapmaker)
 
Wrong forum chap.

Take it to the modding forum.

/reported for moving.
 
Do you mean something like that the spawns keep getting pushed closer to the keep?
 
That sounds realy awesome! I wish you good luck finding a coder to help with this and i cant wait to play this
 
Blead 说:
22nd doesn't need help with that do they? They have some mapmakers of there own if I recall correctly. BTW that idea sounds interesting i wouldn't mind trying* it.

(*playing it, I'm not a mapmaker)

They don't need mapmakers Blead. :wink:
 
Jezze 说:
22nd Has Vincenzo for this, right?
He can pull it off I suppose...

As Blead I am also interested in playing on this, even testing if so desired.
 
Vincenzo. :eek: I was always under the impression that M&M was mostly 22-nd made and that Vincenzo did most of the modding work for it.
 
FrisianDude 说:
Vincenzo. :eek: I was always under the impression that M&M was mostly 22-nd made and that Vincenzo did most of the modding work for it.
I thought so too, to be honest...
The entire community is almost based in the 22nd ts too, and Vincenzo himself is 22nd.
 
As people have said, Vincenzo is busy with other stuff.  I was told we would need a coder or two, though I'm not sure exactly why.  Again, if you'd be interested, it would be best to just head over to the post on the 22nd and talk to the higher ups.  As far as 22nd goes, I'm really just a peon.

And MaHud, we had talked about that, because its really the biggest obstacle to overcome if such a server was to be created.  Essentially though, I think we were leaning in the direction of something that I had been intergrating for a Mines of Moria scene I was working on awhile ago.  To do something like Moria any justice at all, I found, required me to make a scene which was much larger and would take much more time to capture then what is expected from a normal siege server.  And as you had brought up, moving players about the map was key.  Basically what I had in mind was a series of passages that can be accessed by the attackers once they have taken certain points, in order to make it easier to be were they're supposed to be without it taking 5 mins to walk there.  The same goes for defenders.  To illustrate what it is I'm talking about, I'll tell you what I had done with the moria map.  Now the defenders, when the battle gets down to the final stages and you have people fighting for the flag, would need to be spawning somewhere next to the bridge of Khazad Dum, which is where I had had the map ending, and where I planned on putting the flag.  But that instantly raises the issue of the fact that, while the defenders are going to be spawning in this really deep, tucked away area of the map, then it would be an impossibility for them to run through the stairs over the lava, into the great hall, into balins tomb, through the three doors, down the windy raised road, and finally to the gate room, before the attackers had bashed down the doors and taken control of the main chokepoint already.  So what I had to come up with is a series of passages and tunnels, some built for attackers, and others for defenders, that could get people to where they needed to be, when they needed to be there.  In the instance of the defenders, I would have them spawning at the flag next to the birdge of Khazad Dum, and then be able to run through a passage that went directly to the gate room.  At the end of the passage, there was a ledge, so that the defenders coming through could jump down to defend the gate, but the attackers couldn't run down the same passage.  However, there was also to be a gate next to this ledge, so that once the attackers had pushed back the defenders and taken the gate room, they could close off this passage and prevent more defenders from reinforcing that area, and thence the attackers could push forward.

A similar system would be used for the attackers, so that as they get to certain points, they can unlock gates and passages to allow them, after they have died, much easier access to these forward fighting points.     
 
would it be easier to make it like Battlefield and many other fps, where you choose to spawn at which flag through a minimap after you die?
 
just prioritize spawn points beforehand.
Assign some array that would tell you what stage of battle have what spawn points activated for every team. That is, if you have some distinct stages of battle, e.g. marked by captured intermediate flags. Area-capture MP is almost always done like that: you capture new territory - you gain new spawn points, and your opponent loses them
 
Well we were discussing if moving spawn points were even do-able, but from what you guys are saying, I guess they are.  Perhaps these sort of things are what Plazek wanted coders for.  I for one know nothing about modding other then scene editing. 

And Madoc, though all those sorts of things weren't specifically our goal, I suppose they would all be great.  We were more interested in the general concept of having a very large citadel that takes awhile to finally conquer, and thereby makes victory for either side so much more satisfying.   
 
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