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ToggleWaterZone

PostPosted: 18 Jan 2012, 16:37
by Ulukai
There has been talking about water maps serveral times already but so far no one made an actual attempt at creating one that would actually be playable in the game. I was thinking about this and I got this crazy idea... Apparently in UT there was an ToggleWaterZone actor which toggles an area to flood for a set numer of seconds / minutes. I think it would be a cool idea to make a map with water at the bottom and a series of floors above each other. Somewhere in the map would be a trigger that toggles the water to raise to the top, changing everything in a water zone. After the set time, the map gets normal again.

Once this would get implemented, I'm in for creating a map like this. It would take me quite some time and I want to finish another map I'm working on first, but eventually I could do it. This could be a cool feature that people talk about and attracts other people.

What do you think? Would it be a good idea? Let me hear you! :)

Re: ToggleWaterZone

PostPosted: 18 Jan 2012, 17:38
by inpersona64
Ulukai {l Wrote}:What do you think? Would it be a good idea? Let me hear you! :)

Sounds interesting enough. Although it was mentioned a while back that a full-on water map would hinder the parkour aspects of Red Eclipse (which is what this game is all about) I still am 100% behind the concept of a water map. Maybe not a bunch of them but perhaps just 1 map would be worth trying. I mean it wouldn't hurt.

ToggleWaterZone I have never seen before but the way you described it made me think of something like Keystone just filling up to the top with water lol. Sounds a bit funny to me, but interesting.

Re: ToggleWaterZone

PostPosted: 18 Jan 2012, 21:54
by Ulukai
Of course it's not something that would fit every map. I have a specific map layout in mind that would work very well with it. The fact that it is triggered and time limited, only hinders the parkour during that short time.

Re: ToggleWaterZone

PostPosted: 18 Jan 2012, 22:21
by TheLastProject
Guess that would be fun as a mutator. Not sure though.

Re: ToggleWaterZone

PostPosted: 19 Jan 2012, 11:09
by Ulukai
Hmmm I don't think a mutator would be the good approach for this feature. If a toggIeable water zone gets built in the engine, I think there should be a few special maps that make use of this material zone with a specific layout and some triggers that players can activate when they want to.

Re: ToggleWaterZone

PostPosted: 19 Jan 2012, 21:04
by rocknroll237
Interesting idea. I like it. :)
I agree with the other guys. It shouldn't be a mutator, there should just be some special 'flood' maps with triggers instead.