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  • Hits seem way too likely compared to IRL gun battles. I feel like hits should be less likely, suppression should be more likely.More suppression

  • Suppression should be a stronger effect.

  • Model ricochets. Like, if someone is firing full-auto into a room, or if someone is blind-firing down a street, ricochets are going to be a significant cause of wounds.

  • More recoil if shooting without the butt of the gun in your shoulder, like around corners.

  • Foregrips seem OP in terms of how much they reduce recoil.

  • IR lasers and IR goggles for MARSOC, with IR goggles being disabled for Volk by default. IR lasers are very, very helpful for reducing friendly fire and understanding which angles are covered and which aren't.

  • Weak-side shooting (this might already be in the game?) to present less of a target around weak-side corners.

  • Model the fear that comes from having your teammates killed/wounded.

  • Reason to use other guns. Like, maybe guns knock into the environment, making shorter weapons more useful, or maybe maps where only certain guns are enabled.

  • Let players enable gun failures, like a failure to feed, failure to eject, etc.

  • Let players enable a mode where they don’t die immediately unless they’re hit in the head, but they can be knocked down and still control their weapon.

  • Model different levels of body armor and their effect on speed and stamina, and model their protective effect more accurately (like, don’t just give blanket protection to a shot landing anywhere on the body).

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  • Come up with standardized hand-signals.

  • Come up with a standardized system for creating a cohesive team out of randos on a pub server. Like, first do this, then do this, then this.

  • Come up with a list of tactics used in real combat.

    • Example: Audie Murphy feigned death multiple times that one night that earned him his Medal of Honor. But feigning death isn’t something you can really do in any FPSes. The closest thing to it is going prone and not moving.

Making maps

How to make maps

  • OnwardVR - Custom Content Guide

    • This is the official guide to creating custom maps.

    • Follow the guide step-by-step to set up the environment, there’s no point in me summarizing it here because the doc gets updated so frequently.

  • Unity Controls:

    • Arrow keys instead of WASD to move.

    • Hold RMB to look around.

  • 2020.10 - https://www.youtube.com/watch?v=4pSNdplGCxU

    • This process is apparently a bit out-of-date, and was focused on making maps for PC.

  • 2023.04 - https://www.youtube.com/watch?v=KtHvHYRonE0

    • Goals:

      • He’s aware of the 2020 guide but that one focused on PC, he wants to show an up-to-date process and show how to optimize the map to get it to run on a Quest headset.

      • He wants to cover some gotchas that people skim over in the official guide.

      • Download the Unity Hub.

        • You have to install a particular version of the Unity Hub or it won’t work. The supported version is 2019.4.8f1 LTS at the time he made the video (img) [NW: But you should check the official custom content guide to see what version you should download.]

Map makers