Concept: A zone that you are inside.
E.g. In a DZ, going outside the zone is where you would die, so you have to be inside it.
Inverse Zones
Re: Inverse Zones
That's a cool drawing man, but where do you get a square death-zone?
Re: Inverse Zones
I think it is supposed to be an index, meaning red equals death zone. I thought the same thing at first glance, it probably should have been [Red]=Death instead of deathzone.
As to the actual topic I think a sumo zone with the conquer rate cranked way up would be able to do the same thing. Actually I think luke-jr has a server set up that actually has a square zone where if you leave it you die. The only problem is that the zone is invisible on most clients unless you have the zones V2 stuff in it (I think). So I guess when Zones V2 is all done this type of zone will exist.
As to the actual topic I think a sumo zone with the conquer rate cranked way up would be able to do the same thing. Actually I think luke-jr has a server set up that actually has a square zone where if you leave it you die. The only problem is that the zone is invisible on most clients unless you have the zones V2 stuff in it (I think). So I guess when Zones V2 is all done this type of zone will exist.
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- Dr Z Level
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Re: Inverse Zones
Yeah, we already have this with Zones v2, which will be part of 0.4.
- Phytotron
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Re: Inverse Zones
Yeah, Lucifer and I discussed that years ago, as an alternative to rim walls closing inwards, as in an old Mac Shareware game I have called "Beam Wars." Difficult to find now, here are a couple pages that feature it, the latter page being in French: here and here. In this particular game, as the round progressed, the outer wall would begin to collapse inwards in increments, shrinking the arena. As the levels and difficulty progressed, it would begin earlier in the round, and the intervals between collapses would speed up.
I suggested creating something like this in Arma, whether it was with a smooth animation or with the arena simply being immediately sized a step smaller like in Beam Wars (in which case, anyone outside of the new rim would automatically explode). But, as it was described to me, changing the rim walls mid-round isn't possible because of the way those graphics are created/rendered. So, that's why I used the word "alternative."
I even made a concept pic, myself (dated 12/19/05). I can't recall if I ever posted it here, though. This just shows a few stages.
I suggested creating something like this in Arma, whether it was with a smooth animation or with the arena simply being immediately sized a step smaller like in Beam Wars (in which case, anyone outside of the new rim would automatically explode). But, as it was described to me, changing the rim walls mid-round isn't possible because of the way those graphics are created/rendered. So, that's why I used the word "alternative."
I even made a concept pic, myself (dated 12/19/05). I can't recall if I ever posted it here, though. This just shows a few stages.
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