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World of PADMAN game repository
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Glowstar's ColorStage - player route fixes / improvements #174

Closed kai-li-wop closed 8 months ago

kai-li-wop commented 2 years ago

Some time ago blu took a closer look at the route possibilities in Glowstar's ColorStage and mentioned some fixes and room for improvement. This basically concentrates on probably unwanted routes (see screenshots).

Shortcut directly to the lolly shot0025_edited

Shortcut between wall and glass barrier: shot0026_edited

Teleporter confusion by switching platform sides and direction of player view shot0028_edited

ToDo:

kai-li-wop commented 1 year ago

The teleporter consists of a trigger brush and two targets that are randomly selected. The problem is that at each destination the player is put in different angles of view, which leads to confusion. I will change the angle and position so that the player always faces the PadShield, whether teleported to the left or right side of the upper platform.

kai-li-wop commented 1 year ago

With 0f4cd7af744232a88f76647483e7195f96250f95 the map received further updates and changes. Here is a (complete) list:

3aTmE commented 1 year ago

I took a little bit of Time to check the changes made:

What was tested ?

I've recorded a bit of footage regarding being able to score, too, quickly :

https://youtu.be/5K-DXtdrGaU ( Jumping base 2 base /w weaponjump )

https://youtu.be/LQm6cnD7Fn0 ( Jumping from the upper Plattform to the lolly with and without weaponjumps )

This might be impossible to fix without changing the layout of the map completely tho.

What was not tested?

Everything else?

Works like it should! Found no other issues than those i've recorded / mentioned!

kai-li-wop commented 1 year ago

The only solutions I can think of might be to find a way to build a barrier that can only be entered from one side, or to move the outer lolly bases far enough away from the center so that any Betty jump ends up in the pit. Btw I never have imagined those weapon jumps possible. This is worse that blu described. ;)

kai-li-wop commented 10 months ago

@3aTmE: What about switching lolly and bubbleg positions in each team base. This is not preventing weapon jumps in the way shown like in the videos, but you still have a longer way to the lolly if you do so. I would remove the lower jump pad leading to the bubbleg platform and move it to reach the current lolly platform on the other side.

3aTmE commented 10 months ago

@3aTmE: What about switching lolly and bubbleg positions in each team base. This is not preventing weapon jumps in the way shown like in the videos, but you still have a longer way to the lolly if you do so. I would remove the lower jump pad leading to the bubbleg platform and move it to reach the current lolly platform on the other side.

@kai-li-wop i tried 2 different approaches to fix this issue.

First by mirroring the Bases (and fixing the jump pads) and second, like you recommended by changing the positions of the lolly with the BubbleG.

I created a small Gameplay video showcasing both approaches, with weapon jumps and without : https://youtu.be/lLLX7nZnLVc (pardon the awful looking textures. I did not bother to fix the mess caused by the de-compiling)

I would probably go with the second approach. Removing the lower jump pad to the BubbleG won't help against unfair / fast scoring on this map (in the video i haven't used this jump pad at all).

But the switch of the items alone helped to made it harder. Especially when trying to get the lolly fast without any weapon jumps (your jumps must be really, precise. Skilled players might be still able to pull it off reliably )

It's also way less work to implement :)

I'm not sure if there is a good way to prevent fast scoring on this map entirely, since it is such a open space.

kai-li-wop commented 10 months ago

@3aTmE: When I see all of this my only and probably best solution would be to move all lolly bases far more away from the middle bases, minimum 1500 or more units. Would be good to find out how much units would be necessary. Also I would add a player clip at the map's ceiling to prevent people to reach the upper bars and to weapon jump from there.

3aTmE commented 10 months ago

@3aTmE: When I see all of this my only and probably best solution would be to move all lolly bases far more away from the middle bases, minimum 1500 or more units. Would be good to find out how much units would be necessary. Also I would add a player clip at the map's ceiling to prevent people to reach the upper bars and to weapon jump from there.

that could work. I'll test it later with a playerclip on the columns risen to the skybox and the bases way more further away. I would go probably with at least 2000 units since skilled players could easily overcome an 1500 gap. Maybe even further :)

I hope it won't change that much how the map plays. It would also remove the possibility to jump from the lower platforms to their respective base. But i guess it is a good trade when the rest of the map can't be exploited so easily instead.

3aTmE commented 10 months ago

@kai-li-wop I guess moving the bases further away is the best approach!

I tried 2 different distances (1500 units and 2500 units) and at 2500 you can't cheese your way to the enemy the base by weapon / strafe Jumping anymore!

Recorded a bit of Game Play to show the changes made. Also by moving bases further away you also remove the issue with the ceiling since the distance is too great anyways. (But just to be sure i player clipped it)

But like i said, the path from the splasher to the lower Plattform won't work anymore.

Anyways, here the vid : https://youtu.be/9IuKhf5PEcM

kai-li-wop commented 8 months ago

Hope this helps to bring all those issues to an end. a503b1726ed0fc78def5f149dcee298b49d6d4c1

3aTmE commented 8 months ago

Just tested it! It's definitely not possible to use the old routes anymore.

I can confirm this fix.