Good Idea or Stupid Idea? :p

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mAze
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Good Idea or Stupid Idea? :p

Post by mAze »

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 :(
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mAze
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Post by mAze »

and if u dont know what i mean, then look at this pic

www.wolfmaze.de/status.jpg
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gotenks
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Post by gotenks »

this idea's allready been covered... check the command map and you'll see what needs to be blown/what isn't blown...


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Post by =FF=im2good4u »

yeah we already had a huge topic about it and there are jsut to many objectives in et to disaplay
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NewdeaL
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Post by NewdeaL »

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
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bani
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Post by bani »

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)

:curse:
FLAG_MAN
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Post by FLAG_MAN »

You can tell which objectives are primary and which are secondary right? It might be nice if only the primary ones were there. And maybe forward spawn flags.
/*Demoman*/
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Post by /*Demoman*/ »

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)

:curse:

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




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bani
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Post by bani »

/*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)

:curse:

no bani there are only 7 objectives that show up in the limbo list
the limbo list is WRONG! period.

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. :roll:

a zillion flags on the hud isnt useful either. theres better ways of showing the information.
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deej
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Post by deej »

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 ... 8)
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DG
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Post by DG »

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.
bacon
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Post by bacon »

The hud flags are just stupid for ET.
It would work better if there was a menu thing like the stats display that showed the objective and if it's been completed...
jifster
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Post by jifster »

bacon wrote:The hud flags are just stupid for ET.
It would work better if there was a menu thing like the stats display that showed the objective and if it's been completed...
The hud full stop is terrible.
DG
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Post by DG »

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)
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ZarkingFardwarks
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Post by ZarkingFardwarks »

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
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