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Posted: 12 Jul 2009, 18:29
by MartinW
I'm not opposing the idea of a hub map, but I want to raise a concern: a map's / campaign's designer knows the player starts with nothing but his 'infinite-ammo-but-wimpy-damage-weapon' and adjusts the difficulty level accordingly. When a player finished a campaign, he is usually well equipped. If he is now transported back to the hub and enters another map, he will annihilate all resistance with ease, breaking the intended situation.
He may be able to blow walls open right in the beginning, something he should only be doing later after being rewarded with a rocketlauncher for hours of heroic enemy-crushing, finger-braking cycle strafing against the burning skaarj-titan-queens-legion of doom ... and thus take a shortcut.

Posted: 12 Jul 2009, 18:32
by Buff Skeleton
UArchitect created a very simple inventory-killer trigger for me for EXU2. I could easily donate that to the hub map if necessary (it even keeps the Oldskool ScoreKeeper around, I think).

Posted: 12 Jul 2009, 19:18
by Lightning Hunter
Waffnuffly wrote:UArchitect created a very simple inventory-killer trigger for me for EXU2. I could easily donate that to the hub map if necessary (it even keeps the Oldskool ScoreKeeper around, I think).


Yes, I think this would be necessary. Obviously, a hub map won't work if the inventory is carried over from a previous map. But I knew there would be a way to get around that. :tup:

Posted: 18 Jul 2009, 20:33
by Legendslayer222
You could make a game where the player is a person who keeps mysteriously flitting between different people's lives (& maps), finishing off with an extra map with the explanation to the previous statement (map made by the contest's winner).

Posted: 18 Jul 2009, 20:40
by Hellscrag
Legendslayer222 wrote:You could make a game where the player is a person who keeps mysteriously flitting between different people's lives (& maps), finishing off with an extra map with the explanation to the previous statement (map made by the contest's winner).


That would certainly be possible, but the maps are wildly different in theme. I think I like the "hub" idea more. With a bit of imagination, each entrance area in the hub could reflect the design of the target map in some way.

Posted: 18 Jul 2009, 21:33
by UB_
The HUB idea is better. Would remind me of some old platform games.

Posted: 18 Jul 2009, 21:45
by Legendslayer222
Yes, hub is probably better. But we still need a finish map, unlocked after all the others are completed, which should be made by the contest winner (or have a section by every entrant).

Posted: 18 Jul 2009, 21:47
by Hellscrag
Legendslayer222 wrote:Yes, hub is probably better. But we still need a finish map, unlocked after all the others are completed, which should be made by the contest winner (or have a section by every entrant).


Well, that could perhaps be the contest winner. Not sure - we'll have to discuss afterwards.

Posted: 19 Jul 2009, 00:29
by -Visc-
What about a special map in the style of ''Room of champions'' for the winner similar to the one in UT after beating a gametype?

That would be a nice prize.

Posted: 19 Jul 2009, 11:05
by Legendslayer222
-Visc- wrote:What about a special map in the style of ''Room of champions'' for the winner similar to the one in UT after beating a gametype?

That would be a nice prize.


You could have the room trophy always open, but when you complete one map/pack it's trophy appears in the trophy room.