View Full Version : Summary of Mapmaker "Wish List"
spanks
11-13-2002, 01:55 PM
I don't know about you, but that post was getting too long for me to read. However, I did somehow find time to summarize it. I think there are some good ideas there. Others are way too difficult to be realistic. I put a star code beside them based on my guess as to how hard they would be to implement. (more stars=more difficult)
-----------------------------------------
WISH LIST FOR TS2 MAPMAKER EXPANSION PACK
-----------------------------------------
General:
**More than 5 weapons available
*option for fall damage
***import music (XBOX)
*option for no music
*option to toggle spawn sound on/off
*Longer mission briefing, display before start
****cut-scenes
***sub-title dialogue
****Messages like phones on chicago
*more player stats after each match
*option to force player character selection
*****More memory (limited by system? console specific?)
***More floors (for making taller maps)
*****something other than a right angle grid
*Ability to set the Difficulty Setting in Preview for testing purposes (maybe just an invincible toggle)
Saving/Sharing:
**Make it possible to upload and download maps on the Internet
***Make maps interchangable between consoles online
****play custom maps online
*Store a "best completion time" in the mapfile. (erase it if the map is edited)
***Link maps to make larger missions (loading screen half way through mission)
**option to lock maps until other maps are completed.
*automatically load a linked map after one is completed successfully
Game Logic:
***ELIMINATE THE LOGIC BUGS! (problems with negative logic, enemies getting stuck + more)
*Add countdown timer
*Doomsday ending needed (big explosion at T=0)
*Actions on Timers and Counters should occur EVERY TIME a trigger condition is met.
*REACHES in the game logic should mean <= for counters that are decreasing.
**allow for pop-up 'New Objectives'
*optional objectives
**fix the 'location' trigger so you can't sneak past it
*action to lock/unlock a door
Tiles:
***More tiles
***More tile sets
****Mix and match tile sets
*****Outdoor environments (with weather?)
***Ladders
***Lifts (platforms)
***Elevators
**Water sources
*****Custom tile maker
**very tall tiles
****removable ceiling in tiles
**tiles with pits you could fall in and die
***trap doors
***windows to outside
***option to remove posts from 1x1 tile intersections
****breakable glass floors/ceilings/walls
****mirrors
***balconies/sniper posts
***Floor tile selections for different sounds (creaking wood)
**Vents to crawl into and through
**mirror option for reversing tiles
Items:
****Furniture computers etc.
*****Item editor
****Camera controlled gun turrets (like in main game)
***Signposts
**Team specific teleports
***security cameras
**autoguns other than in story mode
***alarms for enemies to sound
*one-way teleports
*one-way doors
**team specific doors
**switch activated doors
**hidden doors
**tripmines with lasers
Enemies / Bots:
****Ability to spawn more than 10 enemies
**Visible health bars on bots
**Random spawn points
***Customizable AI/attributes
****rail bots
**spawn and patrol enemy
**enemy killed - drop item on the spot (ie. key)
**friendly bots (escort to safety)
**infinite respawn
**Stop and Look around on patrol
***ability to command bots like in PD
*stop spawning logic
*randomize spawn time
*****enemy vehicles(like siberia, chicago)
Mode:
***Assault Mode (multi-spawn for player with site logic)
****Co-op
ragged_brute
11-13-2002, 02:26 PM
Yeh that's about it.
Grindie
11-14-2002, 08:20 AM
You read my mind...
D'you think Free Rad' will take these on board?
Even if they do, we'll have to wait another 2 years to find out! DAMN IT!!
MapMaker Monkey
11-16-2002, 12:50 PM
Wow - great work! :cool:
I can assure you that all of your suggestions and wishes are being read by those who created the game. :)
So - keep them comin'. :)
MMM
TriggerDigger
11-16-2002, 01:21 PM
Yea ts2 expansion disk!!! I like that! :D :D :D
thebreadking
11-22-2002, 06:42 AM
I didnt see Team Specific Start Points for a mode other than Capture the Bag. I know many of us wanted that option to make team sniper maps and such. If it is there, so sorry.
spanks
11-22-2002, 08:57 AM
Oops, I guess I didn't understand that one at first. I knew there were team start points, but I didn't realize that only worked for ctf. Sorry.
Teppic
11-22-2002, 12:50 PM
Wow, if all these options were included, we would be able to make levels akin to those on story mode! (e.g Siberia):D :cool:
deded
11-22-2002, 05:32 PM
1-More weapons, (I vant der Uzi 9-millimeterz...) more interactive props as well as furniture, (exploding crates and barrels, fire extinguishers attachable to walls, mine field placing on the map, fire and water tiles) more interesting (sorry, but I only use industrial most of the time) tilesets... what about a castle or fort tileset, with battlements for the snipers out there, spiral stairs inside turrets, moats and drawbridges...
2-Have more bots available - 10 is okay for small maps and with spawning, but a decent size level means after the first few attacks the player knows where the spawn points are and can just camp there. Twenty or thirty bots would really give you options to surprise the player... or give the bots alternate spawn sites so that they rotate or spawn randomly from two or three points, as you can in multiplayer battles.
3-Fix the bugs. The locking up problems with the logic/enemies can be worked around, but when you have to start backing up your maps two and three times to avoid corrupted files its going a bit far. :( And it may sound like a small detail, but can we have a comma and an apostrophe in the briefings keyboard? I'm going to use them more than a semi-colon or a percentage sign that's for sure...
4-Build some small tiles with both red door type and blue line type adaptors so you can link small tiles to large blue edge tiles.
5-What about giving objectives to the bots? You could then have one or two on your side, with a defend player order, or order one to go from point A to point B and you have to either kill him or protect him from others. You could make them really simple like defend this area or man this turret...
Revelade
11-23-2002, 12:05 PM
I just wanted to say can u put spawners that spawn specific teams? Like a Red spawner in the Red Base same for the Blue Team. You could play like Counter-Strike or Team Fortress.
Anyway, props to the Thread Maker, and Free Radical for the great game. Its gonna be a long time before T3 but I think its worth it. :)
spanks
11-29-2002, 12:03 PM
Ya, I agree totally about the team specific starting points and team specific spawns. I've just started running into this while making multiplayer maps (originally I was making a bunch of story mode maps.) I'd also like to see a "use spawn closest to point of death" or "random" as a toggle option. With it on, you could make something very much like ASSAULT. The only other thing that you would need is the ability to use a bit of logic and still be able to play multiplayer.
btw: What's up with the "score" action in the game logic? You have to play solo to use it ... so no one else has a score. I guess it's just another counter.
spanks
11-29-2002, 01:08 PM
Oh, and in keeping with this thread's "more do-able" suggestions for a mapmaker upgrade (i.e no requests for "outdoor environments") ... I think I have a simplified suggestion for a few very flexible new tiles.
I think all FR really needs to add is one more page of tiles completely devoted to the "large open low" tile, but here's the catch ... these tiles would have no ceiling IF another "large open low" is placed on top. Of course the floor of the upper tile would be there, but these tiles would have variations of partial floor/partial hole. With the nine grid squares you could have: no floor at all, a single grid square as a sniper post, a straight "bridge", a corner "bridge", a cross "bridge", and a tile with a hole only in the center. A "toggle railing" option for these partial floors would be great too.
When you think about it, this would cover a lot of the requests for higher tiles and tiles with sniper posts and such. It would also allow for larger open areas since it would be possible to place a tile that has no floor, ceiling or walls surrounded by other tiles.
datadox
12-02-2002, 03:52 PM
To adjust how far we can throw the bricks(at least more than 10' anyway) and the second trigger, on the brick, could be a homing brick ... well it could.
sheeps
12-02-2002, 11:22 PM
they may not want to do this because theoretically it's putting them out of business.. well with the timesplitters series at least.. only thing left up to them is code and weapons.. You guys can now make the maps.. therefore theoretically destroying any point of a sequel after the next sequel.... and we don't want that now do we...
deded
12-03-2002, 03:02 AM
Originally posted by sheeps
.. therefore theoretically destroying any point of a sequel after the next sequel.... and we don't want that now do we...
This is true, but only up to a point - future or next-gen TS games would require greatly enhanced graphic engines, effects engines, AI, sound, animation, character and level design; none of this would disappear with a mapmaker game in between. Think of Quake 2 on PC, with its massive user-design possibilities - didn't stop Quake 3 or Doom 3 appearing though did it?
datadox
12-03-2002, 09:05 AM
and who would stop other developers from emplimenting these ideas. I'm sure(I hope) Eidos developers and designers will always have new ideas, input from us, and capabilities as new games come out, and the systems keep developing.
I would hate to see a half-ass job ruin the Timesplitter series.
deded
12-03-2002, 10:00 AM
Yeah. At the end of the day we can come up with a million suggestions good or bad - its FRD who have to decide what works, what sucks, and what could be fun. If a 'great' idea isn't fun it shouldn't be in there.
sheeps
12-04-2002, 12:16 AM
Originally posted by deded
This is true, but only up to a point - future or next-gen TS games would require greatly enhanced graphic engines, effects engines, AI, sound, animation, character and level design; none of this would disappear with a mapmaker game in between. Think of Quake 2 on PC, with its massive user-design possibilities - didn't stop Quake 3 or Doom 3 appearing though did it?
I guess so.. I'm not to big on graphics though so yah..
More playability for me.. the only graphics i worry about to much is animation.. and the hand models.. which i need not worry about in TS2 :D..!
but the agent under fire hand models are to big.. and lots of halflife mods/halflife/opposing forces are chunky.. the Counter-strike ones are perfect.. recoil.. animation.. and hands.. but the other stuff i dont worry about to much.. i dont want flashy effects :D
I'ts nice though :rolleyes:
Teppic
12-04-2002, 03:55 AM
Oo, ooh, I opt for 'spawn and patrol' :D
sheeps
12-04-2002, 04:42 AM
can we have the ability to add vanilla coke to the game.. it adds
-400 health to you but makes you hyper for 5 minutes, leaves a
nice taste in your mouth and ruins your teeth.. but hey does it
taste nice :D:p
icedive
12-05-2002, 11:42 AM
A Mapmaker Add- on disk would be great!!! The manual says something like the mapmaker is an "advanced tool"? its not -> far too restricted. However, i dont think Free Radical/Eidos would ever do an add-on, but id LOVE IT and hail them gr8!
:D
thatandmore
01-03-2003, 01:47 PM
I'd like the ability to add or remove tiles. (Example: There would be a large open tile and a room i can't reach, but if I flip a switch then the large open changes to a bridge and I can cross to the room I previously couldn't reach!) Also, I'd like to have effects! (Example: if I flip the switch that arms the bomb, the game logic would tell the map to make a *beep* sound and then an explosion would kill me.);)
I also want lockers (to put guns or keycards or secret plans in)
And I want signs. (Example: you place them on walls and you key in what they say like "The Lunchroom" or something)
And I also want fire to be creatable (Example: if I survive aforemented bomb explosion, then the game logic would tell the map to create fire at various places to make it look like a bomb went off in here:D) And of course new objectives, displayable messages (Shut up with the Example: I flipped the bomb arming switch and a message pops up saying" you have flipped the bomb-arming switch") and of course MORE MEMORY!!!
sheeps
01-03-2003, 06:25 PM
Originally posted by thatandmore
I'd like the ability to add or remove tiles. (Example: There would be a large open tile and a room i can't reach, but if I flip a switch then the large open changes to a bridge and I can cross to the room I previously couldn't reach!) Also, I'd like to have effects! (Example: if I flip the switch that arms the bomb, the game logic would tell the map to make a *beep* sound and then an explosion would kill me.);)
I also want lockers (to put guns or keycards or secret plans in)
And I want signs. (Example: you place them on walls and you key in what they say like "The Lunchroom" or something)
And I also want fire to be creatable (Example: if I survive aforemented bomb explosion, then the game logic would tell the map to create fire at various places to make it look like a bomb went off in here:D) And of course new objectives, displayable messages (Shut up with the Example: I flipped the bomb arming switch and a message pops up saying" you have flipped the bomb-arming switch") and of course MORE MEMORY!!!
I reckon all that is quiet possible to put into the game..
spanks
01-04-2003, 12:21 PM
Another fairly simple one:
Add a window option between two large tiles. Also, something like a garage door would be cool, but I think the window (or a railing) is more important for those tiles. I'd like players to be able to shoot down from an adjoining large tile that is offset vertically without being able to jump down.
Being able to toggle full length railings on bridges would be nice too.
sheeps
01-04-2003, 07:47 PM
i want the ability so that when you go to item it divides each tile by four, because having one item on one large tile just doesnt seem fit..
And I also want the ability for lights to blend in with eachother because they just stop in a hard line if you pickdifferent lights next to eachother..
Out door environments would be cool, hard maybe, but i dont know..
SeriousSam
01-06-2003, 01:46 PM
Ability to hear music while you build levels.
And why on earth did the best multiplayer mode (Assault) doesnt allow you to be on the defending team? Like Assault mode in Unreal Tournament that would just rock!
deded
01-06-2003, 01:55 PM
...er, that would be 'Defend' surely? But I agree with you - another great but missing mode is escort from TS1.
SeriousSam
01-06-2003, 01:58 PM
Hmm i mean, in Assault there's a team trying to attack the base and another trying to prevent that from happening. I was talking about that last one. (Maybe this is just a grammar thing, i'm not very good at english)
deded
01-06-2003, 03:51 PM
LOL. :) Its a grammar thing. An assault is an attack, thats all. You should be able to play four player, two assaulting, two defending too.
sheeps
01-06-2003, 07:01 PM
yeah there is no defending in assault unless you wish to, both teams are trying to get at eachother, maybe you dont notice it because you never just defend and you're to fast for the other team?
-Ability to assign different textures to walls etc.
-OUTDOOR AREAS!!!!
-Assualt objectives
-Placeable 'sniper boxes' within big rooms with teleporters
-Brightness tuner on light parameters (so a room can be 'atmospherically' lit with some nicely dark lights
-3 grid square wid windows/doors
Ability to remove those pillars between red-connected tiles
-More tile (/sets)
-Some sort of PC connectivity kit, maybe with a 3D editor to make new item meshes, tiles, picture editor to make textures and tileset editor, and the ability to up/down-load maps. (USB maybe?)
-More memory
-Ability to listen to music without previewing map (man is that annoying)
-Maybe the old 'advanced' becomes 'beginner' (chuck the old beginner, that was only useful for 2 minutes :)) and new mode with these additions becomes 'expert'
spanks
01-23-2003, 10:42 AM
Hey FRD, here's a "bug" that I'd like you NOT to fix. Bots don't seem to use doors through the top red connectors to exit the #20 bridge tile. This give human players a path that bots won't use. I've found a number of good uses for this* ... so please don't change it if you update the mapmaker and make it compatible with old map files.
* for example: if you make maps with two sectors that are only connected by the tile #20 doors, spawn and attack bots in the other sector will act like stationary bots ('cause they see no way to get to you). However, the spawn and attack bots are always aware of your presence and will attack much more aggressively (and from greater distance) when they do get a line of sight.
spanks
05-20-2003, 07:28 AM
Here's another small/easy item. When you place autoguns, the mapmaker gives you the ability to apparently rotate them prior to placement ... but it doesn't do anything!
I'd like to be able to set the starting position for the rotating autogun. I've been working some stealth missions where timing is everything. I'd like to have more flexibility to create "windows of opportunity" for running past the autoguns.
I don't know how possible this is, but how about a Create-A-Character reminescant of PD, where you can choose the head and the body. (PerfectHead not necessary.)
And more flexibility with strings (i.e. Able to throw the player's character name in the briefing. Like "Hello, " & $pchar & ". How are you?")
Oh, and while I'm at it, FOR THE LOVE OF GOD I NEED COMMAS AND APOSTROPHES WHEN I WRITE MY BRIEFINGS!!! Whoever decided not to add those two mandatory characters to the keypad should be slapped with a large trout.
Last Stand Mode from TS1. And the ability to make and play it with 4 players.
ex-ion
05-22-2003, 03:00 PM
I agree with all of the avobe things, but I also have few thoughts:
1) this should be simple: Include story specific starts (which dont effect normal deathmatches (IE, you dont start in the same place in Deathmatch as you do in story)
2)Make the maps usable over i-link on PS2 (I doubt that this would be done, although it would be great- especially for sniper levels)
3) Make the robotic bots in story map maker levels act like they do in the main story (rather than having the same animation as everyone else)
4) make character specific spawn events, eg; Zombies stand up from a laying position (like on the notrodame level) and monkeys drop from the ceiling (like on monkey assistant)
5) Allow traps with switches for use on the multiplayer (EG. a floor opens into a pit when a switch is pressed)
6) Make it so that bots Can carry items like keys or something so that a bot can open a door that you cannot (similar to that of the neo tokyo level where the underground base can only be accessed by following the woman to the door)
7) character editor (so you can create characers like people you know out of body parts- eg Big tonys head on hector baboso's body)
8) Let the people talk to each other (Bots) using very simple language at least- with customisable captions! what would be amasing (but probably impossible) would be if you could record voices on the USB headset used in Socom- or the mics on the xbox and allow bots to use the phrases as you sneak up on them.
9) give stationary bots customisable or player dependent animations (like Captain frost (is hat the right one?) shakes his radio and the monkey scratches himself.
10) Allow USB keyboard and mouse compatability so that you can place things easier (and not spend hours writing short breifings)
11) allow scrolling through the readily created text so you dont have to delete stuff to ammend mistakes- eg:
"The timesplitters have yet again takn over the space station, you must stop them as they intend to send demonic monkeys throughout time to steal peoples underpants,... blah blah blah (several more lines of text)... You must hurry, theres little time before their evil plot is complete."
At this point you might notice that you misspelt the word "taken" at the beggining, in TS2 you would have to delete all of the proceeding text to ammend it, I recomend you allow a scroll function as it would be a lot less iritating... perhaps it could work in conjunction with thaught #10
GST_10%
06-15-2003, 04:16 PM
A texture editer for tiles would great, and be able to choose multiple tile sets in a stage so that different areas could be made. Making Crispin on fire (like he's supposed to be!), allow Sewer Zombie to spit those acid balls, and strenghening Stone Golem to the extreme as in "Golem Guru"
Krusade
06-25-2003, 09:10 PM
-doubble (or no ceiling) heited small rooms. and also the little corridor ones too.
-able to choose between glass in windows, no glass, bullet proof glass, and colored glass too
able to have nothin but space surroundin a map instead of walls(for example...if anyone has played red faction 2, and had unlocked the Watch Your Step level, its just a map floating in the middle of nothing and if you fall off youre dead. and you should be able to change the color of the space too. or add a picture/bg like they got on rf2's level.)
-game logics and story enimies shouldnt take memory
-ability to put enimies on turrets so that they use them
-story turrets shouldnt rotate 180 degrees. also you should be able to have wall turrets
-survelance cameras on walls
-more than 10 enimies
-more than 5 guns
-unlimited doors and windows
-more tilesets
-more music and also you should be able to preview music in mapmaker nstead of previewin the map
-faster load times(this can be so annoyin)
-ability to place items in a 'free form' way. so like you canmove em anywhere.
-ability to stack crates
-triangle, circle, trapezoid, or some other shapes of tiles
-ability to make lights go from the selected color to another selected color other than black
-ability to place lights
-ability to put booby traps(like invisible mines or switches that activate wall spikes or some neet ***** like that.
-more story levels
-ability to raise character's stats by experiance and gaining levels n whatnot
-blood(lol)
im sure i got more but thats whats on the top of my mind right now...
akaMonkey
07-01-2003, 04:56 AM
yeah better map maker!!!!!! more things to place, a second texture in levels such as rocks so bases can be sticking out of rocks... yeh
ex-ion
07-01-2003, 05:06 AM
hmm, Is anyone familiar with the RM2K system (AKA: RPG maker 2000)?
it involves a multilayer thing where your first layer is stuff like water and flooring, your second layer is stuff like rocks and furnature and you also have an event layer where you can set events (surprisingly :D ) such as start locations or mission updates, or whatever. I think that this system would work really well with TS2.5/TS3 in an addapted form where you can build in multi storey structure without resorting to teleports... and by adding a few more layers so you can get a floor, place a carpet on the floor, place a table on the carpet, a set of secret plans on the table and a cup on top of the secret plans... this would make story creation so much more interesting and realistic!
I reccomend that some Free radical game researchers/ idea scouts/ whatever theyre called find this game and take a look at the system- it would deffinately benefit the TS2 mapmaker.
Lady_Jane_Lover
08-20-2003, 10:32 AM
More bots
More tilesets
Unlock story mode tilesets when level is completed
Ability to make arcade leagues and challenges
Have a bigger bar for the limit because you cant make very big levels because of the limit
sheeps
08-20-2003, 10:48 PM
Outdoor map maker levels.. :)..
mapking
08-21-2003, 05:34 AM
that will take 10 games but it is worth it
sheeps
08-22-2003, 04:19 AM
Originally posted by mapking
that will take 10 games but it is worth it
10 games?
I don't mean anything advance like Rock faces at the sides or anything, although that would be nice, but just instead of a roof, have a sky, and the possibility to see across large areas of land and such, I'm sure that will make snipers happier..
Lady_Jane_Lover
08-28-2003, 01:21 AM
How about Timesplitters 3 comes with two seperate disks. One contains the game and one contains mapmaker :)
Idea - The ability to put cameras on the levels and those secruity autoguns but the ones that are used as cameras.
vBulletin® v3.8.7, Copyright ©2000-2013, vBulletin Solutions, Inc.