#Add more editor features for TDM maps

42 messages · Page 1 of 1 (latest)

rapid zinc
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TDM is very very basic right now: we don't have any control over what would spawn in containers, no special events, no additional point gain for subtasks, no way to prevent total domination by control all item spawners etc.

What i suggest:
1. Allow map makers to create custom containers and adjust their content and spawn point and rarity.
**2. **Add objective tags: something like destroybyteam2, capturebyteam1, controlbyanyteam. This will add more depth in gameplay and give players additional objectives to get points, or win completely.
3. Add "auto-refill after time" marker for this gamemode: it will be a good addition for emergency supply lockers
4. add disposable oxygen masks, welders, with small amount of fuel\o2 to control chaos of total destruction.
5. Allow host to disable score counters and add round timers
6. add custom loadouts for spawnpoints
There is a lot of possibilites to make simple deathmatch more fun and deep, we just need tools and features for that. Transform it into Capture the flag, Sabotage, same king of the hill but without subs. The game already gave us role-based system and interactivity with environment, but bare TDM restrict these deep systems, making them useless.

analog blade
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For that last point I can shill my own PvP classes mod

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The devs decided they wanted to go with a standardized everyone is equal and therefore balanced path

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I understand why but I dont like that

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so modded it

rapid zinc
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your mod is awesome, i've seen it. i understand devs too, but hardcode this is a mistake

analog blade
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The problem is they have set it up as part of jobs which cant be edited on the fly in game

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So its a bit difficult

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Map makers can actually make custom containers btw

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Just need to be a bit xml savvy

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as a map is just a mod, and you can add without overrides for pvp crates

rapid zinc
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can you control where they spawn and how rare?

analog blade
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With base pvp no

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there is #1297929106482270271 which does something like that

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it adds separated spawnpoints

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rather than all crates sharing same tag for spawnpoints

rapid zinc
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this is a lifesaver framework, thank you

analog blade
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👍

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I intend to make a port for my own map for it

rapid zinc
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still, i hope we get this and other points as vanilla

analog blade
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I've also been working on my own pvp tweaks mod but that doesnt change spanwpoint logic

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I do want to see if it is reasonable to add a "weighted" randomness rather than pure random we have now

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as having all the crates spawn on one side

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is a bit annoying

rapid zinc
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I have an idea to make something like Foxhole or Team Fortress out of TDM, with full-fledged bases, the ability to build defenses and use the entire range of the game's capabilities for this. Extraction of resources from neutral territory for crafting advanced equipment, thinking through defenses, distribution of roles, all that stuff

analog blade
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lordi

rapid zinc
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like i said, game itself already provides us these gameplay, but we need tweaks and feature to create fully functional gamemodes

analog blade
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I think a lot of that is possible with mods

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The only part which isnt with pure xml is win condition changing

rapid zinc
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Babe, it's time to update LUA again

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i love mods, but mods doesn't like multiplayer netcode

analog blade
analog blade
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There was a commit that didn't make it into live attempting to fix "regenerating healthbars"

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Too close to release to make it

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So that'll be nice

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I think there was also one related to platform desync with ragdolls (very fucking annoying in pvp)

rapid zinc
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ragdoll desync is understandable. it's a huge package of info that should be transfered every tick.

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but most painful problem is P2P network

analog blade
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The problem is, this is a ragdoll based physics game BaroDev

rapid zinc
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physics data is always a big data.

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but this is for another topic