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Cardwar.....

Posted: Sun Jun 06, 2010 6:28 pm
by Rukus
To start, I LOVE THIS MAP. Its like kake only better! I just have a few questions, a few suggestions, and a few bugs to report.

Questions
  • Is there an official list of all cards somewhere?

    Is there a card for every NPC? I have yet to see an odessa, gonarch, Father Grigori, Genie, or Gargantua card.
Suggestions
  • A player card for one player to be randomly selected to be in the arena.

    The ability to buy an extra random card at the end of each round.

    A "trade bin" so each team can put up a card for trade.

    Obsidian Cash for winning, maybe with certain cash bonuses for special cards.
Bugs

The following bugs were found in a 2 hour period.
  • People get stuck inside each other when teleporting to the battlefield. I think this is caused by everyone going in at once. Having multiple teleport destinations should fix it.

    Rarely the assassin NPC will glitch and freeze at spawn. I don't know what causes this.

    The rarest bug I found is that sometimes all of one teams monsters will be killed but you have to wait for the round to end to put down more cards.

Re: Cardwar.....

Posted: Sun Jun 06, 2010 6:37 pm
by Mr. Someguy
Rukus wrote:People get stuck inside each other when teleporting to the battlefield. I think this is caused by everyone going in at once. Having multiple teleport destinations should fix it.
I've seen this, but they always just move out of each other and are otherwise completely normal.
Rukus wrote:Rarely the assassin NPC will glitch and freeze at spawn. I don't know what causes this.
I've seen this a couple times.
Rukus wrote:The rarest bug I found is that sometimes all of one teams monsters will be killed but you have to wait for the round to end to put down more cards.
Are you sure there wasn't 1 NPC left hiding somewhere? Headcrabs have a tendency to do that occasionally.



Also, nothing major, but sometimes when you get two 'supercards' (Alyx and Barney), they will stand and fire at each other, but they'll regenerate health faster than they can lose it, so you have to wait out the round. This almost always leads to a tie unless one side is significantly stronger, or gets a lucky kill on the super npc.

Posted: Sun Jun 06, 2010 7:04 pm
by Keychain

Posted: Sun Jun 06, 2010 7:07 pm
by fug4life
Suggestions
  • A player card for one player to be randomly selected to be in the arena.

    The ability to buy an extra random card at the end of each round.

    A "trade bin" so each team can put up a card for trade.

    Obsidian Cash for winning, maybe with certain cash bonuses for special cards.

Sensible suggestions.

Posted: Sun Jun 06, 2010 7:41 pm
by Momizi Inubashiri
i dont thin you sould get OC for wining

i mean whats stoping people from going into a small game with a friend and makeing it so i always win

Re: Cardwar.....

Posted: Sun Jun 06, 2010 9:22 pm
by Mr. Someguy
Rukus wrote:A player card for one player to be randomly selected to be in the arena.
This is a hard one. It sounds like a good idea at first, but how will you balance it? What will they be armed with, how much health? Players will also be at a disadvantage in conventional fights, yet an advantage in others (explosive barrels, tossing back grenades, easily dodging melee based enemies).

Not saying it's a bad idea, but it'll probably be hard to work out.

Re: Cardwar.....

Posted: Sun Jun 06, 2010 9:46 pm
by Rukus
Mr. Someguy wrote:
Rukus wrote:A player card for one player to be randomly selected to be in the arena.
This is a hard one. It sounds like a good idea at first, but how will you balance it? What will they be armed with, how much health? Players will also be at a disadvantage in conventional fights, yet an advantage in others (explosive barrels, tossing back grenades, easily dodging melee based enemies).

Not saying it's a bad idea, but it'll probably be hard to work out.
Lets say Gravity Gun, Crowbar, and their choice of either shotgun or SMG.

I had a few other ideas as well.

Suggestions Part 2

Now I don't know anything about programming or anything so bear with me.

Ability Cards
  • Ability cards stack on top of normal cards to give them special items or abilities, they stack in a split hand sort of like blackjack.

    Image

    Example
  • Covering Fire: Changes NPC tactic to defensive.

    GO RECON!: Changed NPC tactic to offensive.

    Oddessa's Wrath: Upon NPC death Captain Odessa Cubbage spawns to replace them.

    N00B T00B: Gives SMG wielding NPCs one M203 grenade, gives Pulse Rifle users one orb launcher.

    Harzard Suit: Raises defense of unit %35 percent.

    Rally Team: Unit damage +%20 when fighting with another unit card in the same hand.

    Our Mutual Friend (GMAN): either hurts or helps this unit.

    Little Rocket Man: A garden gnome (invincible headcrab basically) defends this unit until it dies.

    ITS A TRAP!: NPC will target environment breakable objects.
Freeman Card

Gordon runs around the map throwing back grenades and throwing physics objects with his gravity gun. A very situational card.

Chain Cards

These cards are super NPCs that require 2 or more slots to spawn.

Example

You need both strider 1 and strider 2 in the same hand for it to spawn.
You need Gargantua 1, 2, 3, and 4 for it to spawn.
You need Genie 1 and Genie 2 for it to spawn.

Card Limit

A number in the upper corner of a card that says how many consecutive rounds you can use it before you have to recharge it, the card with recharge in the number of rounds equivalent to how many turns you can use it for. Exclusively for the super npcs.

Posted: Sun Jun 06, 2010 10:56 pm
by Kill3r
How about a power up card, it takes up one of your slots so you only have 3 cards, and how about making the number of the squad random, so you could have two stalker cards, one with 2 stalkers, and one with 3.

Posted: Sun Jun 06, 2010 11:49 pm
by Mr. Someguy
I don't really like those ideas honestly.

Besides: Rebels = Defensive; Combine = Offensive

Posted: Mon Jun 07, 2010 12:06 am
by Tysn
Rufus, I think you're overestimating the capability of hammer. It's not like the warcraft 3 / starcraft 2 editors where detailed gameplay modification is possible. It an enormous amount of ridiculous work-arounds to get this map functioning at all. Hammer is primarily made for designing detailed environments, and while it is able to provide gameplay modification better than many other FPS editors, it still has it's limits.

Yes, there are additions planned for cardwar in the future. but people really need to stop with the insane suggestions that aren't backed up by a detailed knowledge of hammer, not to mention how this map functions and how attempting to add these things will completely break other parts of the map's functionality.

Posted: Mon Jun 07, 2010 2:30 am
by Sabre
Tysn wrote:Rufus, I think you're overestimating the capability of hammer. It's not like the warcraft 3 / starcraft 2 editors where detailed gameplay modification is possible. It an enormous amount of ridiculous work-arounds to get this map functioning at all. Hammer is primarily made for designing detailed environments, and while it is able to provide gameplay modification better than many other FPS editors, it still has it's limits.

Yes, there are additions planned for cardwar in the future. but people really need to stop with the insane suggestions that aren't backed up by a detailed knowledge of hammer, not to mention how this map functions and how attempting to add these things will completely break other parts of the map's functionality.
http://sdk-project.com/?page_id=133
and my fave of the bunch

Posted: Mon Jun 07, 2010 3:04 am
by Tysn
Sabre wrote:http://sdk-project.com/?page_id=133
and my fave of the bunch
Don't be a dumbass. Like I said hammer can modify gameplay much better than other FPS editors, but there are limits. The stuff on that website is indeed entertaining but much of the more extravagant features he added are for maps that are not played online. Just because you post a website where some guy does some fancy things with game_ui and point_camera doesn't suddenly mean "Hurr anything's possible!"

Posted: Mon Jun 07, 2010 3:22 am
by Mr. Someguy
Oh, may I suggest monitors so you can see blind areas of the field?

Posted: Mon Jun 07, 2010 3:43 am
by shiftey
Mr. Someguy wrote:Oh, may I suggest monitors so you can see blind areas of the field?
I like this idea!

Also, Tysn is right. Hammer is extremely limited. I over-estimated it and ended up having a map that I couldn't release because I needed lots of coded work for it to function.

Posted: Mon Jun 07, 2010 4:24 am
by Neico
i wish the engine would have multi monitor support by default...

currently the only mod that offers more features for mappers then anything else is GMod, because if you want anything happen, you can simple make an entity via lua which is normally useable in hammer (add a defination in fgd and you're done)

but oh well, like someone on FP once said: "With GMod, any other Source Mod is useless because you can do that in GMod and way better + you don't need to build bins"

I can only suggest to wait and see what magnifficant stuff Tysn has planned with the map

good that it didn't happen yet :P (my focus is also to provide a Mod that is so much unique that it just isn't possible to re-build in GMod)

so much for that. But i must say some people here are already quite good in solving problems in hammer itself (sometimes resource greedy but oh well)