JacobJ 10 Posted April 1, 2011 Hello all I can only relate to counter-strike and how maps are made there, so this is how I think a 10on10 should be designed: 1. Spectator-mode (spec side only, no butterfly, no spec exit). 2. If you die, you die, no respawn (spectate only). 3. No AI forces. 4. Timelimit 5. Preparationtime, before the match begins. Are there anything else to add? It would be nice to make a template with these settings and make this template the minimum requirements for 10on10, 5on5 matches and so on. Share this post Link to post Share on other sites
granQ 287 Posted April 1, 2011 I love this types of games, a good specatcing script would be nice. Normally I just use respawn as a crow and we do a "don't fly lower then 5 meters" rule, works because we all good friends. A script would be nice. My missions I done.. 9 vs 7.. (16 player mission), taliban defending and west attacking with a M2a2 + soldiers. Rules: 30 minutes time limit, if not cleared the taliban wins. Plenty of civillians, if civillian kills the m2a2 loose first its cannon, then its fuel, last its mgun. (This to prevent the m2a2 from mindlessly just blast the village, make the taliban use human shields and to give more heat signatures). Respawn type... just spawn all west/east in same place but without weapons, they can talk, or spectate. Thats the way I do my pvp with no respawn. Timelimit is very important for the defending team to give them a chance. Other objectives could be to kill a general, find documents (inflirtrate) and so on.. but my tip is to keep mission shorts, not fun play on a saturday and spend 40 minutes spectacting. Share this post Link to post Share on other sites
JacobJ 10 Posted April 1, 2011 There is a spectating script but I can't get it to work properly. It will not let me cut of the possibility to exit the spectating mode and turn into a butterfly, but I will post as soon as I find out something. I thought of making the units respawn a different place where they were locked in and could fight each other untill the mission had been completed by one of the teams. That works very well and the dead people have something to do. But for real matches you are intereseted in how your mates do in the battle so you would rather spectate them. The preparationtime is important I think. If nothing is setup before the mission begins, then the opfor can prepare themselfs. This they can do by placing IEDs or get all players in position. The Blufor (in my mission) is locked in a hangar where they can not escape. The opfor can start the mission before the preparationtime has run out and then the timelimit starts (if it is selected). But yes, as you say, keep it simple and fast. I have one city with 3 objectives and you really dont need to solve the one of them to win. Why do you have 9 vs 7? Share this post Link to post Share on other sites