Posted: Thu Jan 05, 2006 12:59 am
i am enjoying playing quake4 bot "sa8bot" .. i wonder how they handle and will handle teleporters in new/old maps .
not all SP maps are linear in layout terms. they are sometimes only linear in the sense you need to follow a preset path through them, rather than in the sense that you start at one end and end up at the other endGeit wrote:imho it's best to use as few teleporters in maps as possible, preferbly none.
So true! Although item placement can change in later design stages. It depends on which gametype what you design around. Usually around basic (gametype specific) design principles, of course taking item placement into account.Oeloe wrote:The main thing to base map layout on is still the items/powerups and the 'weight' they give to different areas.
A SP map rarely ever makes a good MP map so converting a SP map to DM is madness, madness I tell you! Linearity in DM maps is bad.SonicClang wrote:If you're making a SP level and you feel like including DM in it, then it's ok to use teleporters in areas because it was designed for SP.
i can't agree with this. a teleporter should travel the longest possible distance.StormShadow wrote:Some of my rules of tp placement include,
a) have the TP exit in the same general area as the tp, so its not just an easy escape route
b) dont allow the tp to take a player to a significantly advantageous position
Agree with you about the point b. However I think Storm has right about acha0s wrote:i can't agree with this. a teleporter should travel the longest possible distance.StormShadow wrote:Some of my rules of tp placement include,
a) have the TP exit in the same general area as the tp, so its not just an easy escape route
b) dont allow the tp to take a player to a significantly advantageous position
in a good tourney map you should be able to go to ANY point in no longer than like 10 seconds. therefore teleporter entrance and exit should be at opposite sites of the map, and at best, at different height levels.
and relating to b) a teleporter from the bottom level of a map, going to the top is not wrong in any way.
# Vertical Transport
1. Teleporters
Teleporters are probably the best mode of vertical transport when going a somewhat good distance. In recent Q3 maps, it seems as if mappers have almost been afraid to use them, instead focusing more on jumppads. Teleporters are good however, because they keep the flow going better than jumppads. This is because jumppads create stop-and-go type play. Some of the best tourney levels have a number of teleporters, for example dm4 had 5, and aerowalk had 4.
Two problems you should be aware of appear when putting a bunch of teleporters in your map. First of all, players can get confused as to which teleporter takes them to which area, thus steepening the learning curve of the map. Not really all that big of a problem since you're not designing the maps for newbies, right?The second problem that arises with the addition of teleporters is the possibility of telefrags. This problem occurs most frequently when the map has reciprocal teleporters. So does that mean you shouldn't include 2-way teleporters? That really depends on the map. CPM3 contains a good implementation of a 2-way teleporter set in that the teleport destination is off set from that actual teleporter by a strafe jump. Some players think telefragging completely ruins a map, while others think it adds strategy to the area. So if, in testing the map, the players complain about telefragging, you might want to reconsider your teleporter system.