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Warp zones

Posted: Wed Aug 27, 2003 1:27 am
by Isotope
This is definitely along the lines of chaotic. Has anyone experianced warp zones?

They work like wormholes, where you can have one on a phonebooth door, leading to a large room, making the booth look like it's insides are larger than the outside. When using warpzones, you are not constrained by the laws of physics.

I'd suggest looking it up to any mapper, as it is pretty cool...

Posted: Wed Aug 27, 2003 1:35 am
by Zachariah
I have encountered warpzones in two maps thus far.

Dm-postal and Ctf-obi1k3

they are loads of fun
I know how to make them if anyone wants a brief run down, then again I could just as easily direct someone to a website that provides a full Tutorial if anyones interested.

Posted: Wed Aug 27, 2003 2:49 am
by LoQtUS
I used a few of them in the origional versions of Dungeon ;) That was for UT.

Posted: Wed Aug 27, 2003 7:55 am
by Shadowstar
I knew how to make them in UT. I've been tossing the idea around of making them in a UT2003 map, but haven't really found a place to put them yet.

As for using them on phonebooths, are you by any chance a Dr. Who fan?

Posted: Wed Aug 27, 2003 8:30 pm
by LoQtUS
Shadow, they are a little diffrent in 2k3. There is a shader set up for them ;) all the rest is the same.

Posted: Thu Aug 28, 2003 1:07 am
by Isotope
No, im not... I read a tutorial that used a phonebooth as an example.

If only warp zones could be made without using level geometry, then wormhole guns could be made!

Posted: Thu Aug 28, 2003 2:01 am
by Swift Viper
Isotope wrote:No, im not... I read a tutorial that used a phonebooth as an example.

If only warp zones could be made without using level geometry, then wormhole guns could be made!
It should already be possible to use blackholes to teleport between different areas (like you could fire two and go back and forth between them). It would simply use the teleport code and may even a little bit of the Translocator code. Unreal 4ever for UT sort of did this in one gun. However, I do know what your talking about, a wormhole that you can go into that works like a warpzone only made from a gun right?

I have not seen any warpzones used in maps that I played yet, but I could always download the ones listen here.

Posted: Thu Aug 28, 2003 8:04 pm
by Isotope
Yes... Im sure that several teleport-based things that could be made... But a warp zone would look neater, mind you.

Posted: Thu Aug 28, 2003 8:41 pm
by Zachariah
Plus you can fire projectiles through them.

Posted: Fri Aug 29, 2003 12:03 am
by LoQtUS
True on both accounts. There is an effect that can be done with warpzone Teleporters. Where ya build a doorway in the middle of the room. one side of it is solid and the other is a warp to another place in the map. I think ill use that in one of my maps ;)

Posted: Fri Aug 29, 2003 7:35 pm
by Shadowstar
If it's a shader, then why couldn't it be created in-game?

I mean, what would that really require from a coding point of view?

Perhaps there would be a deployable doorway, once you place two, they linkup and create a gateway between the two. The tactical applications for such a device are absolutely unprecidented... We'd have a truly original weapon there.

Posted: Fri Aug 29, 2003 8:23 pm
by DJPaul2
I've look into this for something else. I am confident Warp Zones can only do this "camera illusion" trick in the native code (i.e. where we can't get to).

Posted: Fri Aug 29, 2003 11:49 pm
by BobTheDog
Swift Viper wrote:
Isotope wrote:No, im not... I read a tutorial that used a phonebooth as an example.

If only warp zones could be made without using level geometry, then wormhole guns could be made!
It should already be possible to use blackholes to teleport between different areas (like you could fire two and go back and forth between them). It would simply use the teleport code and may even a little bit of the Translocator code. Unreal 4ever for UT sort of did this in one gun. However, I do know what your talking about, a wormhole that you can go into that works like a warpzone only made from a gun right?

I have not seen any warpzones used in maps that I played yet, but I could always download the ones listen here.

well, actually they DID do it. you shot a worm hole.. then another.. then used the shiled and went thru. worked ok.

Posted: Sat Aug 30, 2003 12:11 am
by Corvus|CL
But I am afraid, that WarpZones cannott be used in weapons or wormholes weapons... As the name implements they are zones, and zones are static level geometry. They cant be created dynamically and cant be moved around...

so the only way to make a wormhole gun is to use teleporters, using Warpzones would look cool but is impoosible on how the Warpzones work...

Posted: Sat Aug 30, 2003 1:03 am
by Swift Viper
Shadowstar wrote:If it's a shader, then why couldn't it be created in-game?

I mean, what would that really require from a coding point of view?

Perhaps there would be a deployable doorway, once you place two, they linkup and create a gateway between the two. The tactical applications for such a device are absolutely unprecidented... We'd have a truly original weapon there.
I'm no coder (yet), but would it be possible to spawn teleporters (not warpzones, already been said it was impossible) with a wormhole weapon (kind of like one of the Unreal 4ever weapons)? The gun would shoot teleporters A and B, with urls linking back to the first one and you could in the two and boom, I think it might work, but again I'm not a coder. One of the cool things would be if you could place a teleporter over a deadly area of some sort (slime, lava, pitfall, etc.) and someone could take the rick of going in or not. If you go in someone else's teleporter and fall to your doom, the person who made it will get the kill, the same way it works if you shoot someone's translocator disc and they try to teleport. Maybe in CTF and BR the flag/ball would drop if you go in a wormhole, but this can really change DOM because you could easily go to points A and B, when normally they are far away that you could not hold both points at once alone.