QUARG'S new and improved sumo.

Designed a level that creates new, exciting, and challenging Armagetron game play? Or maybe just something funky. Put it right here.
QUARG
Round Winner
Posts: 223
Joined: Thu Sep 14, 2006 2:38 pm
Location: montreal

QUARG'S new and improved sumo.

Post by QUARG »

Image

the way its supposed to work.

there are players evenly distributed in each of the pods. when each of the individual fights are over the death zones blocking each of the openings would disipate.(to ba added)
then these 4 would enter the center pod to do the final fight.
c&c apreciated

whats wrong with it.

i cant seem to get the zones to assign properly to the individual players and in teh right places. is there a way to link a zone to a specific spawn point on the map? thus forcing the zones to bind with the right players.

the xml.
as you can see i have not assigned any settings directly to this map due to the fact that i would like to keep the map open for other uses such as rubber or ctf or fort. i had also the idea that i could use this map for a 4 way ctf or 4 way fort server but i am also having trouble doing the pactching of my server. but one thing at a time.:)
as you can see i have put 16 spawn points and 20 zones. the 4 extra zones are for the center battle.
at the moment i am using the example sumo settings that are included in the arma folder. i cat seem to find how to fix my zone problem and i also cant seem to find some one who has done something similar.


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<Resource type="aamap" name="pods" version="3" author="QUARG" category="rubber">
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User avatar
ed
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Location: UK

Post by ed »

Interesting idea.
Though I can't see a way for it to work as you've suggested with zone v1 system.
You would have to have 32 zones, 4 for each "pod" and 16 in the center.
Each player would have to be assigned one zone in their "pod" and one zone in the centre.
So, you'd set MAX_FORTRESS_PER_TEAM (maybe be slightly different syntax) to 2 to try and accomplish this. But I can't see that zones would be assigned correctly. With a bit of testing and tweaking you might be able to get it to work with exactly 16 players on the grid, but for less that that, you'd have no chance.
As you see, zones on the map don't belong to anyone and are assigned when the grid is created. So, it would assign each player his 2 closest zones. Not one in a pod and one in the centre.
QUARG
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Post by QUARG »

well i was testing with manta last night and what we tried basically confirmed what your saying now. in zonesv2 would there be a way to make the deathzones disipate once the outer matches are won?
and when is v2 expected? i shall put this on the back burner for now then.
thankyou for your help.
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philippeqc
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Post by philippeqc »

QUARG wrote:in zonesv2 would there be a way to make the deathzones disipate once the outer matches are won?
yes, with monitors
and when is v2 expected?
Er'tient pas ton soufle, mon pit! (*)

Zone v2 is in a broken state at the moment, I'm the only developer (yet) and I lack time and a bit of motivation to address it right now or to document so someone else can hop in. "Only" the network component is broken, so you could try and make the map for local play. The wiki has up to date format description. The team/player assignment is in a weird state IIRC, but usable.

-ph

*) Québec slang for "don't hold your breath"
Canis meus id comedit.
QUARG
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Location: montreal

Post by QUARG »

im still holding it.:o
would there be a way to do this using respawns? the winner of each gets respawned in the middle. that way i could isolate each pod from the others. can you set a zone to teleport to an other locatin?
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ed
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Post by ed »

I think we've sort of nailed it. With a few hacks. All the heavy stuff done by Voodoo, thank you for that. Anyway pop along to Flower Power Sumo Assault

The map is similar to that posted by Quarg.
At the start of the round the centre area is blocked off by a deathzone.
40 seconds into the round the dz collapses, all remaining sumo zones will move to the centre of the arena, all cycles will become invulnerable for 10 seconds after which time the remaining zones will grow back to their original size and the centre battle will commence, leaving one winner.
Cycle physics are standard sumo settings.

It even has a ladder. Currently this is too heavily based on the ctwf ladder, but I still expect to see good players at the top. It just lacks many needed features to be entirely accurate. At some point these will be looked at if the place proves popular.
QUARG
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Location: montreal

Post by QUARG »

Well in my opinion its a winner. Great job guys. :P
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Z-Man
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Post by Z-Man »

/me agrees with QUARG, splendid!
QUARG
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Location: montreal

Post by QUARG »

After playing there for a while the only thought that i might have is that it might be more interesting for players to have the 3rd and 4th person spawned in an other zone to give a chance to the winners to go to the center ring to fight it out. So distribute 2 players per zone till you hit 9 then start distributing the rest evenly over the others.
This i picked up from comments that players are disapointed to not go to the center when a fight finishes early with a 4 person fight.
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ed
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Post by ed »

With a new feature comes a new mode.

The arena is seperated into 5 seperate pods. 4 outer pods where players are initially spawned, 1 centre pod for the final battle.
After the same 40 seconds into the round a ..erm.. "Transporter Zone" will engulf all surviving players and transport them into the centre pod, bringing their zones with them. Each player's new position in the centre zone is relative to their postion/direction in the outer zone at the time of transportation.
You then have a few seconds to get your bearings before the centre battle starts.

The rounds alternate between flower sumo and transporter sumo.

As always, bugs, suggestions welcomed.
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Z-Man
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Post by Z-Man »

Transportation? That's quite an euphemism for killing the players and resurrecting them in the middle :)

Two things: older clients (I think everything before 0.2.8.2) don't support this transportation mode, the camera does not follow the newly spawned cycle automatically. You should lock them out.

And the second thing is: we should hand the project over to you guys, you're doing impressive work :)
QUARG
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Post by QUARG »

LOL i might have an other game type for this. Is it possible to try doing a sumo in a moving zone? Make it move within say 4 or 5 cycle lengths in radius either randomly or in a circular pattern.
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Z-Man
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Post by Z-Man »

I see you missed the days of Howl's Moving Sumo.
QUARG
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Post by QUARG »

I suppose i did. You think its possible to revisit this time? How long ago was it?
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philippeqc
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Post by philippeqc »

QUARG wrote:I suppose i did. You think its possible to revisit this time? How long ago was it?
Moving sumo should be quite easy, but wont it advantage the players sitting closer to the "front" of the zone?

/ph
Canis meus id comedit.
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