Good Idea or Stupid Idea? :p
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Good Idea or Stupid Idea? :p
It would be nice if a status icon shows the Map Obejectives (like rtcw)
So u better know which Gun is destroyed, if the flag is captured or a which radar part is stolen.
And u can disable the stupid sounds, for example at oasis: Oldcity taken, oldcity reclaim, oldcity taken and so on. This sucks really
In my Opinion is a status icon a good idea ^^
sry for this english
So u better know which Gun is destroyed, if the flag is captured or a which radar part is stolen.
And u can disable the stupid sounds, for example at oasis: Oldcity taken, oldcity reclaim, oldcity taken and so on. This sucks really
In my Opinion is a status icon a good idea ^^
sry for this english
#rELAXED.wARDOGS
this idea's allready been covered... check the command map and you'll see what needs to be blown/what isn't blown...
http://bani.anime.net/banimod/forums/vi ... highlight=
http://bani.anime.net/banimod/forums/vi ... highlight=
- =FF=im2good4u
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yeah we already had a huge topic about it and there are jsut to many objectives in et to disaplay
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command map sucks bad. too big, takes up the whole screen. the status flags like rtcw wouldnt have to include truck barrier #1 #2 etc and other "minor" objectives.
Oasis:
SW round
Command Post
Old City
North Gun
South Gun
Radar:
SW round
Command Post
Main Gate
Side door
West parts
East parts
Goldrush:
SW round
Command Post
Tank barrier #1
Tank barrier #2
Allied Fwd spawn
Tank (axis flag for disabled, allied flag for repaired)
Railgun:
not alot here..
SW round
Command Post
Gun Controls
Depot yard flag
Battery:
SW round
Command Post
Assault Ramp
West Bunker
i listed 5 maps with less than 5 obj. posted on a status bar. most rtcw maps have anywhere from 4-6 status flags...command map takes too long, status flags would be much more efficient...granted the hud was more rtcwesque....which we've seen in etpro 3.0
Oasis:
SW round
Command Post
Old City
North Gun
South Gun
Radar:
SW round
Command Post
Main Gate
Side door
West parts
East parts
Goldrush:
SW round
Command Post
Tank barrier #1
Tank barrier #2
Allied Fwd spawn
Tank (axis flag for disabled, allied flag for repaired)
Railgun:
not alot here..
SW round
Command Post
Gun Controls
Depot yard flag
Battery:
SW round
Command Post
Assault Ramp
West Bunker
i listed 5 maps with less than 5 obj. posted on a status bar. most rtcw maps have anywhere from 4-6 status flags...command map takes too long, status flags would be much more efficient...granted the hud was more rtcwesque....which we've seen in etpro 3.0
)) NewdeaL
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bani wrote:Fueldump:
SW round
Tank
Tunnel Grate
Bridge (2 stages)
Main Gate
Depot Gates
Commandpost
Side wall breach
East Defenses (2 stages)
West Defenses (2 stages)
no bani there are only 7 objectives that show up in the limbo list
major objectives:
building the tank bridge
main gate
depot gate
blowing fuel dump
secondary:
blow wall
make command post
stop them from making a command post
the problem with the objectives on the hud is that its not a clear black/white case like it was in RTCW ie( if its not done by the allies then its axis) this is due to neutral objectives such as the command posts which can be used by either team
so if you look at the objective maps in my shot here.. you'll see blank areas where flags should be but wont happen until that objective was completed
the limbo list is WRONG! period./*Demoman*/ wrote:bani wrote:Fueldump:
SW round
Tank
Tunnel Grate
Bridge (2 stages)
Main Gate
Depot Gates
Commandpost
Side wall breach
East Defenses (2 stages)
West Defenses (2 stages)
no bani there are only 7 objectives that show up in the limbo list
for instance without a working tank you cant attain most of your objectives.
tunnel grate not an objective? i think most league players would disagree.
a zillion flags on the hud isnt useful either. theres better ways of showing the information.
well you could make it a b_althudflag or something, altho personally for competition I don't think these flags are necessary. in BayonET however ...
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
IMHO it's the "secondary" things of more use on the hud anyway, stuff that's harder to keep track of (usually the repeatable objectives).
e.g.
Fueldump:
SW round
*Tank
Tunnel Grate
Bridge (2 stages)
Main Gate
Depot Gates
*Commandpost
Side wall breach
*East Defenses (2 stages) / just wether complete or not
*West Defenses (2 stages) / just wether complete or not
That might seem broadly in favour of well thought-out HUDflags, but personally I dont think their necessary and would just be even more clutter on screen.
e.g.
Fueldump:
SW round
*Tank
Tunnel Grate
Bridge (2 stages)
Main Gate
Depot Gates
*Commandpost
Side wall breach
*East Defenses (2 stages) / just wether complete or not
*West Defenses (2 stages) / just wether complete or not
That might seem broadly in favour of well thought-out HUDflags, but personally I dont think their necessary and would just be even more clutter on screen.
much as i dont think any obj status thing would be necessary, bacon's idea would be a much better way to implement it. than any put forward so far. I rather suspect there would be trouble with custom maps.
(fwiw, there is already a quick-check for docs being capped, +showscores. of course, doesnt tell you which one, and stops telling you when theyve been capped, but if youre having problems with THAT then ffs pay attention)
(fwiw, there is already a quick-check for docs being capped, +showscores. of course, doesnt tell you which one, and stops telling you when theyve been capped, but if youre having problems with THAT then ffs pay attention)
- ZarkingFardwarks
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how about some kind of bindable key that will show said things, like a list with flags and short descriptions? basically the same thing in the "list" at the bottom of the limbo menu, but the limbo menu's a pain to open and scroll through all the time imo.
it could work somewhat like the "ready" indicator on the scoresheet, just a list until something is accomplished; for double things that need to be built it may have to be changed... like FD, allies can run onto axis area if the bridge is built halfway, but the depot defense isn't the same way.
however, this is only really useful if you can turn off the map narrator, because with that enabled you should be well aware of what's going on anywhere.
my 2 cents
it could work somewhat like the "ready" indicator on the scoresheet, just a list until something is accomplished; for double things that need to be built it may have to be changed... like FD, allies can run onto axis area if the bridge is built halfway, but the depot defense isn't the same way.
however, this is only really useful if you can turn off the map narrator, because with that enabled you should be well aware of what's going on anywhere.
my 2 cents