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Thread: Conquest Announcement

  1. #1
    MovieBattles Team
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    XFIRE ID: macemad Steam ID: MaceMadunusus

    Conquest Announcement


    Conquest

    The conquest gametype has been around for quite a long time, and probably the major game series everyone recognizes it from is Battlefield. However, due to how Movie Battles plays it is near impossible to create those large environments and play them in under 5 minutes. So this is a modified, and maybe even a more complex version of conquest.

    I will also be showing off a Work In Progress version of Backstreets throughout!

    History

    The first location you will see to feature conquest is Backstreets. Backstreets is a location created by Nozyspy a while back for BaseJKA.


    Original Backstreets by Nozyspy

    However, Plasma and I gained permission from Nozy to modify it and create a Movie Battles II map using it. The first few variants were not that successful as they used the same old set of objectives that we are all used to, and a similar layout which largely favored Mandalorians, and of course Jedi and Sith. While that was still undoubtedly fun, it was not as unique and would not really catch the communities eye enough.


    Original Backstreets Assault Layout by Plasma

    After those first few tests and layout variants Plasma and I decided that it would be a good idea to rework the map entirely. After a discussion on IRC with Zudni and Frost we came up with the idea of creating a Conquest-esque gametype for it. It also required another new layout to accompany that mode.

    Details of Conquest Mode

    Lets first go into details of conquest mode itself:

    As we all know, Movie Battles II does not have unlimited reinforcements and it has a 5 minute round limit. This will play a large part in the strategy of playing a conquest map. Unlike games like Battlefield you cannot throw yourself into the capture area, it requires a lot more strategy and teamwork.


    The Cantina in the WIP Backstreets Conquest map. The Cantina will require a minimum of two people to capture. Use teamwork!

    Another difference is purely visual. We aren't treating each capture point as a single capture point but we are rather treating it as sectors or regions of control. So essentially you are fighting to control the entire location.

    We can also control many variables for each point. As mentioned earlier it is possible to require multiple people for the control point to begin capturing. In addition to that, we have multipliers that increase the rate of capture based on the number of people in your team within the radius. However, that also has a maximum capture rate. All of these will be controllable by the mapper. We can also increase/decrease the starting capture rate for more important objectives or less important ones. A few more major variables that we can control are requirements for an info_siege_objective such as requiring a datapad to be within the radius. Or we can require an NPC, or even a certain class.


    Overlooking Imperial Spawn and Initial Capture Point in the WIP Backstreets Conquest map.

    There is also another very important property of the capture entities itself. When capturing you of course have a progress bar that appears on your hud. However, if you leave the radius there are two things that can happen. The progress bar can slowly go back to its initial position/checkpoint or it can instantly go back to that point. So look at that like this: You go to capture point A (Which is Neutral) and you stay within the radius until just before it is fully capped and then you leave the radius. The progress on the capture can slowly go back to neutral after you left it, in which case you would be able to re-enter the capture radius and continue from the point it is currently at. OR when you leave the radius the capture progress goes straight back to zero and you would have to start capturing all over again. This design is completely controlled by the level designer, so you have the choice of what you want!

    The radius of the entity is also important as it is also controllable by the level designer. However, it is more advanced than just a simple spherical radius. Some may remember the older battlefield games (Up until 2142 I believe) which had capture points with spherical radius. Some may have also noticed that that had changed in Battlefield 3 and had specific areas where you could actually cap which were farther away than certain areas in which you could not cap. It is a similar system here. The radius is controlled by an entity known as Trigger_Conquest. Since it is a trigger entity, and like all other triggers it uses brushes, you are able to set the radius of the flag by the size and shape of the trigger itself. Pretty neat huh?


    Overlooking Rebel Spawn and Initial Capture Point in the WIP Backstreets Conquest map.

    Now, some of you may be asking: How do we win or lose the round?

    Answering that is fairly simple. The quickest way to win the round is to capture every point on the map for your team. That will instantly end the round and win it for you. Otherwise, it kinda sorta works a bit more like domination in terms of score but its a little bit different. I personally designed it around the World In Conflict variant, which also includes the UI. In such, that the person who has controlled the majority of flags for the most amount of time will win the match. Both teams start with an obvious 50/50 split.

    Another question may be: What do the flags look like?

    Well, think of the Battlefront hologram technique, with a bit of modification. That is the most basic way to describe it.

    Example Layout


    Variability of the System


    In addition to the variability that I talked about earlier in regard to conquest mode itself, this new set of entities can go even farther beyond that.

    Lets first start of with saying that like almost every other entity, you can disable or enable the capture entities if you need to if you would like to make that capture require yet another objective. (Such as a hack)

    Secondly, you can also pair it with Min and Max Players which allows you to set say the minimum amount of players needed in the round for it to be activated.

    The conquest entities do not even need to be paired with a conquest map! One way to do this is to put it in a regular assault map, and use the capture of the flag to change a spawn location. This is what I personally did when I designed Kashyyyk: Order 66. This is one of my favorite things about this system, it is so versatile.

    It could even be used to make a domination gametype with quicker flag captures and tiny capture radii.

    Lastly, these entities can go even further than that! How may you ask? Well, we can use it to create another gametype titled Balance of Power. I will discuss more about Balance of Power here: (Link)

    Thanks

    Thanks to everyone that has been involved in creating this amazing and well thought, variable, and unique gametype. Thanks to Nozyspy for allowing us to use his map! Thanks to Plasma, Zudni, and Frost for helping me flesh out this idea even farther! Thanks to Lervish for the Hologram models! Thanks to Zudni for all your coding efforts to get this working! And of course thanks to the testing staff and the rest of the team for feedback!

    How would I make my own Conquest map?


    First, you would need the entities required. However, there is a small disclaimer that comes with it.

    DISCLAIMER: CONQUEST AND BALANCE OF POWER ENTITIES ARE A WORK IN PROGRESS AND ARE SUBJECT TO CHANGE IN THE FINAL VERSION. MORE FEATURES AND CAPABILITIES ARE LIKELY TO BE ADDED AND SOME MAY BE REMOVED. SOME OF THE ABOVE ARE ALSO NOT FULLY IMPLEMENTED YET. THERE IS NO WAY TO TEST A CONQUEST GAME ON MOVIE BATTLES II UNTIL CONQUEST IS RELEASED FROM TESTING STAGES.
    Last edited by MaceCrusherMadunusus; 26-01-2012 at 19:09.

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  2. #2
    MovieBattles Team
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    Entities


    Misc_Hologram - This entity controls the physical hologram you see in-game
    Spoiler: Expand
    Code:
    /*QUAKED misc_hologram (1 1 1) (-8 -8 -16) (8 8 16)
    =======MOVIE BATTLES II SPECIFIC ENTITY===========
    ===========DESCRIPTION============================
    Spawns and controls the hologram for trigger_captures. Target this entity at its corresponding trigger_capture.
    ===========KEYS&VALUES============================
    
    'target' - Point this at a trigger_capture that you want the hologram to be based off of.
    
    'team1symbol' - Floating Hologram logo indicator for Team 1. Specify a path to the model in which to display.
    
    'team2symbol' - Floating Hologram logo indicator for Team 2. Specify a path to the model in which to display.
    
    'Icon' - Minimap/radar icon to display when neutral.
    
    'team1icon' - Minimap/radar icon to display when team 1 has captured.
    
    'team2icon' - Minimap/radar icon to display when team 2 has captured.
    */


    Trigger_Capture - This entity controls all properties of a capture as well as the radius
    Spoiler: Expand
    Code:
    /*QUAKED trigger_capture (.1 .5 .1) ? FORGETFULL FORGETFULL_INSTANT START_TEAM_1 START_TEAM_2 x x x x INACTIVE MULTIPLE
    ==========MOVIE BATTLES II SPECIFIC ENTITY==============
    ===========DESCRIPTION============================
    Variable sized single use trigger.
    ===========SPAWNFLAGS=============================
    FORGETFULL - If every member of a team that is currently capturing this trigger dies/leaves, the trigger resets to 0 at 1/2 the timeframe value of the usetime capture time.
    
    FORGETFULL_INSTANT - If every member of a team that is currently capturing this trigger dies/leaves, the trigger resets to 0 instantly
    
    START_TEAM_1 - Automatically starts as captured by Team 1
    
    START_TEAM_2 - Automatically starts as captured by Team 1
    
    INACTIVE - Start off, has to be activated to be touchable/usable
    
    MULTIPLE - multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0
    ===========KEYS&VALUES============================
    
    "wait" Seconds between triggerings, 0 default, number < 0 means one time only.
    
    "random" wait variance, default is 0
    
    "delay" how many seconds to wait to fire targets after tripped
    
    "target2" The trigger will fire this only when the trigger has been activated and subsequently 'cleared'( once any of the conditions on the trigger have not been satisfied). This will not fire the "target" more than once until the "target2" is fired (trigger field is 'cleared')
    
    "speed" How many seconds to wait to fire the target2, default is 1
    
    "noise" Sound to play when the trigger fires (plays at activator's origin)
    
    "NPC_targetname" Only the NPC with this NPC_targetname fires this trigger
    
    "min_num" If non-0, a team must have at least min_num of players in the trigger to capture it.
    
    "team" If set, only this team can trip this trigger
    0 - any
    1 - red
    2 - blue
    
    "soundSet" Ambient sound set to play when this trigger is activated
    
    "usetime" The total capture time in ms for a single client in range to capture the trigger and cause it to fire.
    
    "min_players" (MOVIE BATTLES II SPECIFIC) Minimum player count required in-round for this trigger to be useable.
    
    "max_players" (MOVIE BATTLES II SPECIFIC) Maximum player count in-round for this trigger to be useable.
    
    ==================================================
    Applicable only during Siege gametype:
    teamuser - if 1, team 2 can't use this. If 2, team 1 can't use this.
    siegetrig - if non-0, can only be activated by players carrying a misc_siege_item
    which is associated with this trigger by the item's goaltarget value.
    teambalance - if non-0, is "owned" by the last team that activated. Can only be activated
    by the other team if the number of players on the other team inside the
    trigger outnumber the number of players on the owning team inside the
    trigger.
    target3 - fire when activated by team1
    target4 - fire when activated by team2
    
    idealclass - Can only be used by this class/these classes. You can specify use by
    multiple classes with the use of |, e.g.:
    "Imperial Medic|Imperial Assassin|Imperial Demolitionist"
    */


    Target_Conquest - This entity controls the UI element and tells the game that this is a conquest gametype, it also counts the number of flags controlled and will end the round when paired with an info_siege_objective.
    Spoiler: Expand
    Code:
    /*QUAKED target_conquest (0.025071 1 0) (-8 -8 -8) (8 8 8)
    ==========MOVIE BATTLES II SPECIFIC ENTITY==============
    ===========DESCRIPTION============================
    Represents the conquest objective type.
    ===========KEYS&VALUES============================
    "delay" The delay before firing of this entitie's targets.
    
    "target" The target to fire upon completion of all of team1's objectives.
    
    "num1" The number of team1's objectives to complete before firing target.
    
    "target2" The target to fire upon completion of all of team2's objectives.
    
    "num2" The number of team2's objectives to complete before firing target2.
    
    At most one target_conquest may be defined per map. The existance of atarget_conquest draws a special hud on the players' screen to track the progress of the conquest objective. At most 15 triggers may affect each team's conquest display.
    */


    Example .map

    Example capture location

    The image below shows a sample capture location. The trigger brushes set up the radius by using a trigger_capture entity. The arrow shows the location of the actual hologram indicator that you will see in-game. The white box is a Misc_Hologram.


    When creating your own version of a conquest map, it is wise to make sure the amount of flags is uneven to prevent a draw! Unless that is specifically what you want to be able to happen.

    Enjoy and get crackin!
    Last edited by MaceCrusherMadunusus; 26-01-2012 at 18:51.

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  3. #3
    Veteran Radical's Avatar
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    Gamertag: Legit Radical XFIRE ID: neosven Steam ID: L337Zeta
    Mace, I love you. :p


    Like I said to you in our x-fire chats, that this is the kind of gametype mode that this community really needs (and "hopefully" see this game mode on MB3 as well). See ya all in the battlefield, I mean; MovieBattles mini-battlefield. Can't wait for this to be released. Keep up the good work, mace.
    Known in-game as: chille | Thugnificent | Invictu

    | My Youtube Channel. | My X-Fire Profile. |

  4. #4
    MovieBattles Team Hexodious's Avatar
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    Hah very cool. New gametypes for the win!
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  5. #5
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  6. #6
    Junior Member Kibran's Avatar
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    this will bring some fresh air into moviebattles :o

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    I kind of read trough the whole thing, but my question is when will it be released, or is it already? I'll probably install mb2 again to try this out, sounds gud :p.
    Release teh Kraken!!!

    Quote originally posted by Requiem View Post
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  8. #8
    MovieBattles Team
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    Quote originally posted by Anterias View Post
    I kind of read trough the whole thing, but my question is when will it be released, or is it already? I'll probably install mb2 again to try this out, sounds gud :p.
    Haha, not released quite yet. We've got a few more things to finish on it (Hence the disclaimer at the bottom of the first post). I isn't too far off though, but more depends on my ability to finish backstreets quickly when I have CC to finish too :P

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  9. #9
    MovieBattles Team Hexodious's Avatar
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    So many maps, so little time!
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    PSN ID: TheUnflinching XFIRE ID: TheJorus Steam ID: Garelia
    How about time? Have you figured out a way for both teams to win/lose on time, or will the other team be forced to play their conquest more offensively, while the other team can chill more with a winning time?

    Apart from that, I find this grossly incandescent.
    If you do not like Crystal King, your sense of taste is already gone.

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