Map Enviornments
BloodyBladen
Join Date: 2008-08-20 Member: 64856Members
<div class="IPBDescription">Interaction with the machinery in the game</div>I have absolutely no idea if anyone has asked this before. I just registered to the forums (and looked upon them) today for the first time. I've followed the development of ns2 and I've been a ns1 player for a long time now.
From the very first moment when i played ns I've wondered about a few of things, why is there so limited space, corridors etc with lots of obstacles for fades to get stuck in etc, why do the aliens inhabit this place since it seems to have to real benefit, and why do marines bring their own equipment when there's just so much junk on these space stations etc.
I would like to propose that the map gives benefits to either faction based on what the map is. If a map is a spaceship then surely there must be SOME things of use. For example, perhaps the marines can weld or repair certain machinery throughout the map to benefit them. Maybe a computerized internal defense turret mechanism in one particular room of strategic importance, or perhaps a health dispenser in the mess hall (something like that). Another great use of on-map resources would be this example: in ns_bast there there is a tram station with a stationary cart. That cart is stationary, and sure that make sense, maybe its broken; but why not make it repairable and give the marines a little extra mobile bonus?
Likewise, to counter this, the aliens would be able to destroy all these things like they do any building, and they would also get bonuses. The makers of this game have released their concept of "dynamic infestation." which seems nothing more than a way to enhance the aesthetics of the game, and make the alien hive infestation look more realistic. But maybe if the infestation spreads far enough, or into certain areas, (or perhaps guided through the use of movement chambers into the right areas) certain systems for the marines would malfunction. For example, the infestation could make the aliens silent when they walk upon it. Or maybe the infestation can take hold of a sensory array and throw the marine motion tracking and general radar out of whack in that sector. "OH GOD THERES 15 ONOSES AT DOUBLE! THEIR ENTIRE TEAM IS ONOS!" and so forth.
Well, these are just some general ideas/concepts i would very much like to see implemented. Obviously a lot of people will disagree with what I have said, but if you take anything out of this post is this (which is something i think all of us would agree with): environment interaction = fun.
From the very first moment when i played ns I've wondered about a few of things, why is there so limited space, corridors etc with lots of obstacles for fades to get stuck in etc, why do the aliens inhabit this place since it seems to have to real benefit, and why do marines bring their own equipment when there's just so much junk on these space stations etc.
I would like to propose that the map gives benefits to either faction based on what the map is. If a map is a spaceship then surely there must be SOME things of use. For example, perhaps the marines can weld or repair certain machinery throughout the map to benefit them. Maybe a computerized internal defense turret mechanism in one particular room of strategic importance, or perhaps a health dispenser in the mess hall (something like that). Another great use of on-map resources would be this example: in ns_bast there there is a tram station with a stationary cart. That cart is stationary, and sure that make sense, maybe its broken; but why not make it repairable and give the marines a little extra mobile bonus?
Likewise, to counter this, the aliens would be able to destroy all these things like they do any building, and they would also get bonuses. The makers of this game have released their concept of "dynamic infestation." which seems nothing more than a way to enhance the aesthetics of the game, and make the alien hive infestation look more realistic. But maybe if the infestation spreads far enough, or into certain areas, (or perhaps guided through the use of movement chambers into the right areas) certain systems for the marines would malfunction. For example, the infestation could make the aliens silent when they walk upon it. Or maybe the infestation can take hold of a sensory array and throw the marine motion tracking and general radar out of whack in that sector. "OH GOD THERES 15 ONOSES AT DOUBLE! THEIR ENTIRE TEAM IS ONOS!" and so forth.
Well, these are just some general ideas/concepts i would very much like to see implemented. Obviously a lot of people will disagree with what I have said, but if you take anything out of this post is this (which is something i think all of us would agree with): environment interaction = fun.
Comments
To start off, looks like you've got similar thinking to many of us. Unfortunately, you've iterated something we're all awaiting.
Let's break down your suggestions. First, you're confused about the static nature of the maps, with a few weldables to mix it up. Partially I blame the engine, HL1 didn't allow for extremely complex, organic environments, and when it did, like the revolving door of ns_bast, it didn't work out so well for a multiplayer game where you're interacting with the environment already with buildings and such. In some respects, I enjoy how the NS1 maps are mostly static, and it's a playing field that you alter with your play and the dynamic buildings.
Second, you mention map specific items/events/rooms. You specifically talk about minor things the Marines could fix up to give them a boost. This has been discussed before, and most believe they would be neat, but it's up the creativity of the mapper. Thankfully you remembered to counter it with Aliens having the ability to take them down. It might also be a good idea for Aliens to be able to further damage it from it's initial setting, further securing it and forcing the Marines to take longer to fix it back up.
Finally, you talk a bit about dynamic infestation's role. We're still a little ambiguous on this. Your specific ideas on silencing movement or throwing off motion tracking are interesting. Trust me, the devs are intending for this to be a map altering effect. Much like your suggesting, if it encompasses specific rooms it could change something, and if the Marines take it back with flamethrowers (or whatever) functionality restores. this could be as simple as lights turning off to some bonus (see : <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104438)" target="_blank">http://www.unknownworlds.com/ns2/forums/in...owtopic=104438)</a>.
Overall, unfortunately your ideas are a bit dated, but it's good to see new faces who want to see an awesome NS2. Keep the ideas coming.
That said, I haven't done anything to fix the problem (read: I haven't finished the other peoples' map contributions that the TG community was supposed to do on their own *cough*), and the maps actually turned out really well, despite their lack of interactivity.
With that out of the way, let me take this opportunity to exult,
<!--coloro:lime--><span style="color:lime"><!--/coloro--><b>WELDABLE POWER LOADERS FTW</b><!--colorc--></span><!--/colorc-->