We decided on this route as it gives the level designer enough flexibility to create supply nodes that fit their level, rather than being shoehorned into a specific setup. Each node will also have varying parameters for the percentage of supply given to the user, how often a player can use a resupply node, how long the node is active after a trigger (such as a capture node), and how long a user must use the resupply node to be supplied with the given resource. Ammo resupply nodes may supply both weapon ammo, and expendables such as grenades or fuel, or also just one of the two types. Health resupply nodes may supply both health and armor, or just one of the two. The parameters that resupply nodes have will also vary based on level. On another level they may be more centralized requiring both teams to fight over access to them. In one map they may be situated near the flags or spawns and only the defending team may access them. These resupply nodes vary based on the needs of a given CTF level. In the next update to the Capture The Flag, Resupply Nodes are being added in order to give people opportunities to sustain the fight.
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