srslyNOTnewguy
2011-06-28 01:06:40
All simple shit, and it fucking works:
NewGuyProps:
let pT = Prop Total
let p1 = Indestructible Props (gay shit)
let p2 = Non-Volatile Destructible Props (boxes)
let p3 = Volatile/Explosive Destructible Props (barrels)
let sT = Shotgun entity Total
pT = p1 + p2 + p3
p1 = Range : {(sT) : [(1.25*(sT))+1.3]}
p2 = Range : {[((0.8)*p1)-(0.5)] : [((1.2)*p1)+(1.3])}
p3 = Range : {[((0.8)*p1)-(0.5)] : [((1.2)*p1)+(1.3)]}
(**p2&p3 range's are to w/e the whole integer value is; i.e: 5.9 = 5 and 0.9 = 0; no rounding needed)
It is recommended that you use volatile props around control/vital areas (SC, RPG, ar2) and use non-volatile destructible props in areas of spam gathering to slightly ostracize the smg_nades and orbs.
This way a map has that gravity_gun driven feel to it and does NOT have a lot of BS props in the way fucking up combat and such.
You try to spread the props you have within this formula, not just spam them everywhere like in Lockdown.
The map is then balanced between engaging-props and clutter.
Current Map examples:
dm_airfusion_final
pT = p1 + p2 + p3
p1 = Range : {(4) : [(1.25*(4))+1.3]} = {4:6} ; currently 4.
p2 = Range : {[((0.8)*(4))-(0.5)] : [((1.2)*(4))+(1.3)]} = {2:6} ; currently 5
p3 = Range : {[((0.8)*(4))-(0.5)] : [((1.2)*(4))+(1.3)]} = {2:6} ; currently 5
pT = 14
dm_minelab_rc3:
pT = p1 + p2 + p3
p1 = Range : {(4) : [(1.25*(4))+1.3]} = {4:6} ; currently 5.
p2 = Range : {[((0.8)*(5))-(0.5)] : [((1.2)*(5))+(1.3)]} = {3:7} ; currently 6
p3 = Range : {[((0.8)*(5))-(0.5)] : [((1.2)*(5))+(1.3)]} = {3:7} ; currently 6
pT = 17
EDIT: dm_asylum_final (...please, Valar?):
pT = p1 + p2 + p3
p1 = Range : {(5) : [(1.25*(5))+1.3]} = {5:7} ; currently 7.
p2 = Range : {[((0.8)*(7))-(0.5)] : [((1.2)*(7))+(1.3)]} = {5:9} ; currently 9
p3 = Range : {[((0.8)*(7))-(0.5)] : [((1.2)*(7))+(1.3)]} = {5:9} ; currently 8
pT = 24 (suggestion)
EDIT: dm_rapidfire_final
pT = p1 + p2 + p3
p1 = Range : {(5) : [(1.25*(5))+1.3]} = {5:7} ; currently 6.
p2 = Range : {[((0.8)*(6))-(0.5)] : [((1.2)*(6))+(1.3)]} = {4:8} ; currently 7
p3 = Range : {[((0.8)*(6))-(0.5)] : [((1.2)*(6))+(1.3)]} = {4:8} ; currently 8
pT = 21
The ranges are for the mappers themselves to decide, and even such a small change can effect the flow and feel of a map to a very high degree.
The spamming of props was Valve way of forcing people to see how gay their new physics system was, and we saw.
This formula helps for a standardization for gameplay that the majority of competitive hl2dm players come to expect from the environments they play in.
And yah, both caverns and lostarena are outside of these ranges and I guarantee they would BOTH be more playable if they were within the newguy formula.
No map should have 0 indestructible props just as it should NOT have too many.
Having such a wide variance between different environments of the same game is just fetal, benign, and unprofessional.
This formula takes the wide-open and complex creative task of what to do about props in a mappers environment and breaks it down to some kind of sense of order and reason.
NewGuyProps:
let pT = Prop Total
let p1 = Indestructible Props (gay shit)
let p2 = Non-Volatile Destructible Props (boxes)
let p3 = Volatile/Explosive Destructible Props (barrels)
let sT = Shotgun entity Total
pT = p1 + p2 + p3
p1 = Range : {(sT) : [(1.25*(sT))+1.3]}
p2 = Range : {[((0.8)*p1)-(0.5)] : [((1.2)*p1)+(1.3])}
p3 = Range : {[((0.8)*p1)-(0.5)] : [((1.2)*p1)+(1.3)]}
(**p2&p3 range's are to w/e the whole integer value is; i.e: 5.9 = 5 and 0.9 = 0; no rounding needed)
It is recommended that you use volatile props around control/vital areas (SC, RPG, ar2) and use non-volatile destructible props in areas of spam gathering to slightly ostracize the smg_nades and orbs.
This way a map has that gravity_gun driven feel to it and does NOT have a lot of BS props in the way fucking up combat and such.
You try to spread the props you have within this formula, not just spam them everywhere like in Lockdown.
The map is then balanced between engaging-props and clutter.
Current Map examples:
dm_airfusion_final
pT = p1 + p2 + p3
p1 = Range : {(4) : [(1.25*(4))+1.3]} = {4:6} ; currently 4.
p2 = Range : {[((0.8)*(4))-(0.5)] : [((1.2)*(4))+(1.3)]} = {2:6} ; currently 5
p3 = Range : {[((0.8)*(4))-(0.5)] : [((1.2)*(4))+(1.3)]} = {2:6} ; currently 5
pT = 14
dm_minelab_rc3:
pT = p1 + p2 + p3
p1 = Range : {(4) : [(1.25*(4))+1.3]} = {4:6} ; currently 5.
p2 = Range : {[((0.8)*(5))-(0.5)] : [((1.2)*(5))+(1.3)]} = {3:7} ; currently 6
p3 = Range : {[((0.8)*(5))-(0.5)] : [((1.2)*(5))+(1.3)]} = {3:7} ; currently 6
pT = 17
EDIT: dm_asylum_final (...please, Valar?):
pT = p1 + p2 + p3
p1 = Range : {(5) : [(1.25*(5))+1.3]} = {5:7} ; currently 7.
p2 = Range : {[((0.8)*(7))-(0.5)] : [((1.2)*(7))+(1.3)]} = {5:9} ; currently 9
p3 = Range : {[((0.8)*(7))-(0.5)] : [((1.2)*(7))+(1.3)]} = {5:9} ; currently 8
pT = 24 (suggestion)
EDIT: dm_rapidfire_final
pT = p1 + p2 + p3
p1 = Range : {(5) : [(1.25*(5))+1.3]} = {5:7} ; currently 6.
p2 = Range : {[((0.8)*(6))-(0.5)] : [((1.2)*(6))+(1.3)]} = {4:8} ; currently 7
p3 = Range : {[((0.8)*(6))-(0.5)] : [((1.2)*(6))+(1.3)]} = {4:8} ; currently 8
pT = 21
The ranges are for the mappers themselves to decide, and even such a small change can effect the flow and feel of a map to a very high degree.
The spamming of props was Valve way of forcing people to see how gay their new physics system was, and we saw.
This formula helps for a standardization for gameplay that the majority of competitive hl2dm players come to expect from the environments they play in.
And yah, both caverns and lostarena are outside of these ranges and I guarantee they would BOTH be more playable if they were within the newguy formula.
No map should have 0 indestructible props just as it should NOT have too many.
Having such a wide variance between different environments of the same game is just fetal, benign, and unprofessional.
This formula takes the wide-open and complex creative task of what to do about props in a mappers environment and breaks it down to some kind of sense of order and reason.
Albert Einstein wrote:Any intelligent fool can make things bigger and more complex... It takes a touch of genius - and a lot of courage - to move in the opposite direction.