dynamic commander view height and level transparancy
HairyPomegranate
Join Date: 2007-01-18 Member: 59673Members
this has already been mentioned a few times, but i can't stress how annoying it is when you're the commander and can't hear a room or give a medpack accurately because it's too far down. this, IMO, needs to be changed in NS2. A dynamic view for the commander that changes depending upon the floor level would be an excellent idea to fix this. the only problem i see with this is when the commander goes over black/blank areas of the map. that's what a default view would be for, to revert back to when there's no floor under the commander view.
Level transperancy
the ability for mappers to designate a "level" of the map by a large brush or something would also be a good idea, IMO. that way, mappers will be opened to new doors of multi-tiered levels. The commander interface would have 3-5 little buttons that allows him to choose which level to view. all other levels (or atleast the ones above the selected level) would become transparent, designated by the brush encompassing the level(s). I'm not sure if this is a good idea as far as the hammer editor goes, and compiling, but i do think it would be a good idea to make the world of NS2 mapping more dynamic, and as a result, the game itself. Comments, please!
Level transperancy
the ability for mappers to designate a "level" of the map by a large brush or something would also be a good idea, IMO. that way, mappers will be opened to new doors of multi-tiered levels. The commander interface would have 3-5 little buttons that allows him to choose which level to view. all other levels (or atleast the ones above the selected level) would become transparent, designated by the brush encompassing the level(s). I'm not sure if this is a good idea as far as the hammer editor goes, and compiling, but i do think it would be a good idea to make the world of NS2 mapping more dynamic, and as a result, the game itself. Comments, please!
Comments
<b>Jester</b>(and <b>Pomegranate</b>), if you haven't all ready you'll want to check out <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103925&st=0" target="_blank">this thread</a> and the podcast(19) it references. Charlie and Max talked about how the commander view in NS2 is going to work.
In a nutshell, there won't be mouse zoom and they aren't planning on supporting for the "level over level" style of maps.
The height will be "dynamic" though so you won't have as much trouble ammoing and medding your troops <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> .