Another spawn point for the Trojan
#1 Zer0o
Posted 01 May 2012 - 12:22 PM
This is a small prototype built in 1-2 hours:
The Trojan should spawn at the gate in the middle of the prison.
Good/bad idea? Tell me what you think about it
#2
Posted 01 May 2012 - 12:43 PM
Where would the prison be located? It shouldn't take him more then a few seconds to get out of it, what would make it more exciting then just looks if anything? Either way, I like how it looks so far =]
#3 Zer0o
Posted 01 May 2012 - 01:13 PM
Where would the prison be located? It shouldn't take him more then a few seconds to get out of it, what would make it more exciting then just looks if anything? Either way, I like how it looks so far =]
Thanks
I think it should be somewhere in the fortress, near the new "generator room", which is located in Boberto's Hangout. It would be cool if the Trojan could only escape when the generator is destroyed (which happenes after 60min?)
#4
Posted 01 May 2012 - 01:32 PM
#5
Posted 02 May 2012 - 07:53 PM
*Calls Nevo*
Nevo look at this! Looks awesome doesn't it. Let's do it!
Then the attackers' reason for attacking can be to try to overwhelm the fortress and break the Trojan out.
What normal survivors are doing in the middle of this, I dunno!
Wait, they build an entire base out of nowhere, they can't be normal!
Anyways, we are probably avoiding cliffs due to pathing but there's a much better way to do smoother terrain. Using raise/lower heights, plateaus, and smooth. It can easily artifically create cliffs, ramps, elevation levels, etc. Sight & pathing blockers are used where there are sudden increase/decrease in terrain height. So Nevo, Zer0o's ideas could work if we used that.
#6 Zer0o
Posted 04 May 2012 - 04:43 AM
*Calls Nevo*
Nevo look at this! Looks awesome doesn't it. Let's do it!
Then the attackers' reason for attacking can be to try to overwhelm the fortress and break the Trojan out.
What normal survivors are doing in the middle of this, I dunno!
Wait, they build an entire base out of nowhere, they can't be normal!
Anyways, we are probably avoiding cliffs due to pathing but there's a much better way to do smoother terrain. Using raise/lower heights, plateaus, and smooth. It can easily artifically create cliffs, ramps, elevation levels, etc. Sight & pathing blockers are used where there are sudden increase/decrease in terrain height. So Nevo, Zer0o's ideas could work if we used that.
I'll try to use the new technique for the prison, I'm gonna post new screens in a few days. PN me if you want to have the map
#7
Posted 04 May 2012 - 11:22 PM
#8 Zer0o
Posted 05 May 2012 - 09:16 AM
I added a generator and towers. The towers and the gates will explode if the generator gets destroyed.
I suggest that some units enter the prison through the water after 40-45min and destroy the generator so the Trojan gets out:
Good/bad? Tell me what I should add/remove
#9
Posted 05 May 2012 - 11:08 AM
#10 Zer0o
Posted 05 May 2012 - 11:36 AM
True, but how do you want him to be visible? The Trojan-model is like 5 times bigger than the normal model so a normal cage would be too small. Another problem is that the Trojan always has his axe equipped so it would look strange.
The prison is 1,5 the size of the courtyard. It would look unrealistic in my opinion if it would be just the cage and some walls+towers.
Edited by Zer0o, 05 May 2012 - 01:00 PM.
#11
Posted 05 May 2012 - 07:26 PM
#12
Posted 06 May 2012 - 09:46 AM
#13
Posted 06 May 2012 - 11:39 AM
#14
Posted 06 May 2012 - 11:40 AM
Ok it's added, thanks .
#15 Zer0o
Posted 06 May 2012 - 01:19 PM
I'm ill so i got nothing better to do xD
#16
Posted 23 May 2013 - 09:41 PM
This is a horrible idea -,-.. Just kidding.. This is a perfect ideaa !!!! +10
#17
Posted 24 May 2013 - 06:02 AM
Looks like a museum. LOL
#18
Posted 24 May 2013 - 06:05 AM
Good Idea Zer0o
#19
Posted 24 May 2013 - 06:16 AM
Doesn't look like a museum to me.. Myrmidons looks cool too
#20
Posted 24 May 2013 - 06:18 AM
Doesn't look like a museum to me.. Myrmidons looks cool too
your item is cool gonna try it when the map release
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users