11 Jun 21, 03:35PM
Safe-points:
This could be quite useful, especially for long maps. However, players should have the option to spawn from the beginning of the map. It would be extremely frustrating to be forced to complete the map first.
Questions: Do you respawn with 100% health and ammo? If so, players who complete the map in one go would be disadvantaged. Perhaps players should receive a time penalty on each respawn?
If players respawn without their grenades, players might not be able to progress (if a nade jump is required and nades are no longer accessible)
Deadly-water:
Interesting concept, but there are some gema maps that contain underwater sections, so mappers should be able to disable this effect.
Map completion (goal trigger):
My understanding is that instead of scoring with the flags, players just pass the 'goal' trigger. This is great for short maps, as players don't have to wait for each other to score.
Potential problems: Will the several thousand gema maps need to be manually edited? This would take a very long time.
All gema maps have been designed to accommodate the two flags, so having just one 'goal' trigger will leave odd looking redundancies and potentially less obstacles.
Would it be easier to have the trigger be simply scoring the flags?
Other gema needs:
1. No weapon damage
2. Individual pickup respawns for each player (i.e. others can't steal your grenades/ammo boxes etc)
3. Players being able to pass through other players
This could be quite useful, especially for long maps. However, players should have the option to spawn from the beginning of the map. It would be extremely frustrating to be forced to complete the map first.
Questions: Do you respawn with 100% health and ammo? If so, players who complete the map in one go would be disadvantaged. Perhaps players should receive a time penalty on each respawn?
If players respawn without their grenades, players might not be able to progress (if a nade jump is required and nades are no longer accessible)
Deadly-water:
Interesting concept, but there are some gema maps that contain underwater sections, so mappers should be able to disable this effect.
Map completion (goal trigger):
My understanding is that instead of scoring with the flags, players just pass the 'goal' trigger. This is great for short maps, as players don't have to wait for each other to score.
Potential problems: Will the several thousand gema maps need to be manually edited? This would take a very long time.
All gema maps have been designed to accommodate the two flags, so having just one 'goal' trigger will leave odd looking redundancies and potentially less obstacles.
Would it be easier to have the trigger be simply scoring the flags?
Other gema needs:
1. No weapon damage
2. Individual pickup respawns for each player (i.e. others can't steal your grenades/ammo boxes etc)
3. Players being able to pass through other players