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[Concept] Deathrun

PostPosted: 30 Aug 2012, 17:32
by Karoushi
There is a mode in Halflife 2: Deathmatch that people have been playing called deathrun, essentially sort of like time trial but with traps triggered along the way.

I would like to introduce this concept to RE timetrial and perhaps get a group of people to try to make such maps, I will also be trying to make such maps but I am not as experienced though I figure something can be done with triggers.

Anyone interesting in this kind of thing? The triggers are activated by a player that volunteers for the position, while the rest of the players run through a "timetrial map", except the map features death traps that are activated by the player that volunteered.

It is pretty fun and it would work well with RE, tell me what you think.

Re: [Concept] Deathrun

PostPosted: 31 Aug 2012, 03:31
by wowie
This could be done without mods by someone that is VERY good at scripting (not me :P ) and knows how to manipulate doors and such.

Re: [Concept] Deathrun

PostPosted: 31 Aug 2012, 10:01
by bonifarz
I like the idea and am interested to experiment with such things.
Mode 32 for item instances is labeled as time-trial, yet actors (turrets, grunts) or weapons of this mode do not spawn in time trial games. So you cannot use turrets behind doors, like the the grunts behind proximity triggered doors in alphacampaign. Campaign mode will probably do fine for deathrun, though. The goal in these games is to reach an exit trigger, so it is somewhat similar. The only minor problems are that you cannot change teams and that you need to get rid of spawn weapons (simple server side variable).
Back to traps: It seems that moving doors do not push or harm players, nor can you tilt them to act as platforms or pitfall traps. I have only little experience with scripting on triggers, but I don't see a way how this could affect death material, pushers, actors or other things that could actually kill a player - yet there is probably a way to get it done. So doors blocking either some pathway or some turrets is the simplest trap setup I can think of. This does not require any scripting, just a link between a door (mapmodel entity types 6 and 7) and a trigger entity (action 2, type 0 or 1).

Re: [Concept] Deathrun

PostPosted: 31 Aug 2012, 10:56
by qreeves
The turrets will spawn if you use the onslaught mutator.

Re: [Concept] Deathrun

PostPosted: 01 Sep 2012, 03:03
by Sniper-Goth
I play DeathRun sometimes. It can be ported to Red Eclipse, but i think it will be simple stuff.

Re: [Concept] Deathrun

PostPosted: 01 Sep 2012, 14:50
by Karoushi
Sniper-Goth {l Wrote}:I play DeathRun sometimes. It can be ported to Red Eclipse, but i think it will be simple stuff.


Yeah same here, I don't think we can have it setup like it is in HL2:DM but we can have something similar, basically time trial maps with triggered traps.