zero gravity rooms?
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
Just wondering if anyone has thought about zero gravity in ns2? just a room or two in a map for variety.
There was a discussion earlier about random items being researched by the protolab (its a protolab afterall) ,anyway and one of the results was magnetic boots for H.A. allowing them to walk on walls/cielings very slowly aswell as on external hulls (if there were going to be any external hulls)
so that made me think about zero gravity rooms , lots of cool floating debrie, that sort of thing
There was a discussion earlier about random items being researched by the protolab (its a protolab afterall) ,anyway and one of the results was magnetic boots for H.A. allowing them to walk on walls/cielings very slowly aswell as on external hulls (if there were going to be any external hulls)
so that made me think about zero gravity rooms , lots of cool floating debrie, that sort of thing
Comments
Also, a marine could be hit, lose magnetic traction, and float off into space <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
Unless.....Ahh! If marines had magnetic boots, then they could open the doors to a zero-grav area. Hey, this would be immensely fun for aliens, too. Leaping across the room everywhere, blink, etc...wow, that would be fun to go crazy in those areas.
haha sounds crazy but fun, i like that idea in a odd kinda way, question is, how would u make it fair and part of the map?
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Easy enough to get the gravity part going. Kind of like the way you make water in a map. its just a big block and whatever goes in it floats.
There is (or there used to be) a func_gravity entity which you could tie to a brush in the map editor. and whatever was inside that brush (block) would be affected by the new gravity setting. And perhaps even add a function to say that when someone is affected by gravity it allows for marine wall walking.
Or you could use the physics engine to actually to use the magnetic functions - that way if the commander drops items or a marine dies those items don't fall down , they will float and stick the the nearest wall/cielling/floor.
Or you could use the physics engine to actually to use the magnetic functions - that way if the commander drops items or a marine dies those items don't fall down , they will float and stick the the nearest wall/cielling/floor.
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I like this idea.
I wonder what effect a vertical 800 strength trigger_push has on medspam.
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well med's would fly upwards pretty damn fast. but trigger_push wouldnt be the right way to do this.
If you had zero gravity you would need to have "roll left" and "roll right" mapped to the keyboard somehow. Otherwise it would just be like swimming in water or something since there would always be an absolute up and an absolute down. Not to mention there is no way the aliens, except of course the lerk, could move at all in zero g without pushing off of walls, a skill you can't really expect everyone to master just for a few rooms. It would be absolute murder for hand-to-hand lifeforms, like the skulk and the fade, because as easy as it is for a marine to step aside, it's a thousand times easier if you can go any direction to escape an enemy and they can't change directions to follow you. Finally any parabolic weapons like gorge spit or the hand grenades would be all wonky and people would have to learn how to use them again.
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well that sounds to me like a realistic space simulation which was not my intention - it wouldnt need to that detailed.
so why would it have to make sense? you could say that nanites correct the angle of the grenades so they still fly like normal, and gorge spit flies in a straight line in all of the versions of ns i've played.
you could also say that bacteria blah blah lets skulks do whatever it is that makes the game work.
how is side stepping different in zero G different to none zero g that makes it powerful?
i dont get what you mean
it can work if people want it to, but if you don't than thats cool too.
If you had zero gravity you would need to have "roll left" and "roll right" mapped to the keyboard somehow. Otherwise it would just be like swimming in water or something since there would always be an absolute up and an absolute down. Not to mention there is no way the aliens, except of course the lerk, could move at all in zero g without pushing off of walls, a skill you can't really expect everyone to master just for a few rooms. It would be absolute murder for hand-to-hand lifeforms, like the skulk and the fade, because as easy as it is for a marine to step aside, it's a thousand times easier if you can go any direction to escape an enemy and they can't change directions to follow you. Finally any parabolic weapons like gorge spit or the hand grenades would be all wonky and people would have to learn how to use them again.
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<img src="http://www.askaninja.com/system/files/images/Do%20a%20barrel%20Roll.gif" border="0" alt="IPB Image" />
Now, lower gravity rooms- those could work. And have been discussed.
Its up to the mappers.
Computer Says " Power to gravity plating in sectors 4 - 10 interupted Re-routing power ETA 10 Seconds"
(The more damaged systems across the map the longer the power restored ETA. Welding Damaged point shorten ETA)
Onos & Lerk would be effected the worst ( Random Floating )
Fades got blink so he ok in Zero G
Skulk Claws Penertrate metal so they would stay fixed to a surface ( Just dont Jump)
For balance reasons just say gorge has suction cups on its feet and will stay fixed to the ground. ( Just dont jump )
Vanilla Marine Floats
JP Marine is ok hes rocket powered
HA Marines got magnetic boots ( Just dont Jump )
Firing in Zero G propells you backwards
You wouldnt need to map roll keys as the mouse rolls your view 360 degrees already
Imagine this, a skulk is watching a group of marines go into the airlock, which is a shortcut to a hive (for some reason..) but before they can make it across, the skulk starts laughing because he just pressed the airlock open button; instantly killing the marines.
Thoughts?
If anything from this idea is implanted, it should be a kill trigger (Sorry, I haven't played half-life for a long time, I forgot what they're really called) in the form of an airlock.
Imagine this, a skulk is watching a group of marines go into the airlock, which is a shortcut to a hive (for some reason..) but before they can make it across, the skulk starts laughing because he just pressed the airlock open button; instantly killing the marines.
Thoughts?
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yeah there are a few custom combat maps that have an airlock in each spawn point. its cool at first, buts gets very tedious after the 37'th time you get sucked out after spawning....
but i'm sure if the dev's showed interest in it they could implement it and make it a lot less annoying
by zero gravity i mean, only objects float, but thanks to nanties the game stays completley the same <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I have made a (work in progress) working airlock for HL2DM.
It's not really textured properly, but the principle works fine.
Basically there is two corridors facing each other (they line up perfectly) with a gap/room in the middle, which outer space. Each corridors finish with air locks. The airlock consists of 2 sets of doors that slide open, an inner door (which leads to the rest of the map) and an outer door (which lead to the room/outer space, in the middle). Basically when you press a button the inside doors open and let you into the air lock, then they close after a set amount of time and the outer doors on both sides of the room/outer space open. As they open you are pushed across the outer space room to the other airlock and land inside, where the outer door closes behind you and the inner door opens again.
There is a complex sequence of trigger_push’s, trigger_hurt, trigger_gravity (think those names are wrong :S) and buttons that turn on and lock off when the doors start their sequence.
I have currently set it up so that you have to jump when the push happens, or you won’t make it to the other side, bounce off the outer wall of the airlock and then drift down slowly into outer space, dying as you go.
I plan to stick it in a map when the NS2TR comes out. It should make a nice little addition to my map, probably as an alternative, faster route to a hive.
I can’t wait to see a Fade and a Marine come from either side of it and meet in the middle either to fight in space as they fall to certain death or just dodging by each other while as they fire bile rockets and bullets everywhere; would either of them make it into the opposite air lock alive?
I think I am going to make the corridor next to airlock have huge windows, like a viewing platform. Which means players can watch people fail the leap of faith.
Fades got blink so he ok in Zero G
Skulk Claws Penertrate metal so they would stay fixed to a surface ( Just dont Jump)
For balance reasons just say gorge has suction cups on its feet and will stay fixed to the ground. ( Just dont jump )
Vanilla Marine Floats
JP Marine is ok hes rocket powered
HA Marines got magnetic boots ( Just dont Jump )
Firing in Zero G propells you backwards
You wouldnt need to map roll keys as the mouse rolls your view 360 degrees already<!--QuoteEnd--></div><!--QuoteEEnd-->
i agree with all the ideas, especially the marine firing one i like that.
This could be cool also, cos it could reverse the.... angle of the gravity for different rooms, giving a true space gravity circular feel.... if that makes sense.
thsi picture shows it a bit....
<img src="http://i136.photobucket.com/albums/q190/jozsa/zero.jpg" border="0" class="linked-image" />
and gravity would get lower as you get cloesr to the center of the map (but its still fairly high everywhere except the central rotation chamber)... i dont know if source can do dynamic gravity though.
perhaps zero gravity rooms would have small entrances so onos couldnt enter.
Lerks - id like to see them be able to stick to walls like skulks, but not really walk, so a lerk could hang from a roof like a bat , and gas marines.
and in zero grav, theyd float until they hit a wall, then jump off to go in the desired direction, rather fast (they couldnt fight in zero grav really)
PLUS, to form true zero gravity youd need to have no air acceleration - which means totally changing the movement in NS - NO MORE BHOP <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
an easy way to do it, would be to have 0 gravity in the whole map.
then every section has an appropriate "negative centripetal force" which pushes you to the outside wall.
but then again i think source can do it - if youve played Dystopia, in cyberspace, the gravity changes frequently.
source can do it, i worked on a mod ages ago called hostile orbit (its dead now, but waiting revival heh) but its primary gameplay feature was that it was in space and everyone walks everywhere, but they also had jumpjets, sorta like prey combined with a bit of old school descent <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
edit - from what i remember it worked by rotating the entire level s"virtually" dont ask me how i can't code, so whatever surface you were standing on it was the floor - just like in your example above
source can do it, i worked on a mod ages ago called hostile orbit (its dead now, but waiting revival heh) but its primary gameplay feature was that it was in space and everyone walks everywhere, but they also had jumpjets, sorta like prey combined with a bit of old school descent <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
:]
thanks. i think itd be so cool if you could actually see the ship was round, like, the floor wasnt flat. itd give such a spacey feel.
id love to see a map, with just a small orbitting space station thats been overrun, and marines come on a little pod, and attatch to it.
maybe it could even be a new game mode, called "Extermination" - how it would exactly work, i dont know.
maybe all the aliens start with... points to upgrade, like in combat. fade would be the highest you can go, but then youd get no upgrades.
and marines, get a similar thing - itd make for short, sharp games. with no re spawning. thered have to be something for you to do when you die though. possibly help your team in some fashion.
not to mention itd be great fun for newbs ;]
thanks. i think itd be so cool if you could actually see the ship was round, like, the floor wasnt flat. itd give such a spacey feel.
id love to see a map, with just a small orbitting space station thats been overrun, and marines come on a little pod, and attatch to it.
maybe it could even be a new game mode, called "Extermination" - how it would exactly work, i dont know.
maybe all the aliens start with... points to upgrade, like in combat. fade would be the highest you can go, but then youd get no upgrades.
and marines, get a similar thing - itd make for short, sharp games. with no re spawning. thered have to be something for you to do when you die though. possibly help your team in some fashion.
not to mention itd be great fun for newbs ;]<!--QuoteEnd--></div><!--QuoteEEnd-->
that sounds really fun actually, aliens would respawn as gorges when they die, but the heal spray does no damage, dead marines come back as commanders so they can med spam their team mates lol - imagine the last to people alive being med spammed and healed by like 6 gorges <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
haha i dont really agree with those death options... perhaps
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When you die, you respawn as a little parasite bug, that cant really do anything. except walk around, and find/site marines, then tell their allies where. (or itll show up on map)
perhaps even after say, every 5 minutes, aliens will get 1 more "point" which will allow the little parasite to evolve back into a skulk?
(or if they saved some points from earlier, they can do that too)
ps. no cloak in this mode i thinks, or spore?
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I dont think anyone should be medding marines, i think marines should get like, 4 injections, which heal 50 hp when used, with a cooldown. and you cant fire while using it. so youll need some cover.
perhaps when marines die, an ally can carry them back to the pod, which will respawn them. but without their upgrades.
in the same way as aliens, marines gain 1 point every 5 minutes.
this would make the short games a little longer, and more back and forward, there could be some cool comebacks, where 1 marine drags his allies back to the ship for respawn.
or an alien hides and wait for reinforcements. perhaps aliens should have a hive type structure, which when killed, stops aliens from gaining 1 res every 5 minutes - which will stop aliens from respawning when theyre out of points.
what do ya'll think?
ps. who thinks i should post a thread about this game mode?