Aliens Maps

LordBrainLordBrain Join Date: 2002-11-13 Member: 8372Members
<div class="IPBDescription">Cleaning the core hives</div> (as posted on ideas forum *which was the wrong place*)

Many people wants outdoor maps, but it's not possible. In fact, i guess they want something different, i mean, they want to play somewhere else than in humans installations.

Obviously, Khaara aren't jungle-open field-alien. I imagine them more like dark-wet-stick-walls caverns' alien.

So, let's have map which take place in alien cavern skulk.gif
It should provide new gameplay as there's nothing to hack ...
Resources nodes are always there, but they're not pod but a kind of geyser ...

Some have already said that TSA only deserves to clean human space installations and colonies. But what about the nasty nest near the colony, in the rocky cavern or in the colony mines ? This need to be cleaned too, doesn't it ? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

Comments

  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    It's a nice idea, but I'm not sure Flayra will be too happy...!
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I was thinking something similar, but my idea was something like a mining complex that had disturbed a kharaa hive. It'd be kind of half "proper" corridors, half caves. I think it'd make a nice change.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    The key factor is the boundary of a closed ceiling. If you can place that, you should be in good shape.
  • LordBrainLordBrain Join Date: 2002-11-13 Member: 8372Members
    It should be tunnels ... darky, smelly, scary tunnels ;p
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    <!--QuoteBegin--LordBrain+Nov 14 2002, 06:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LordBrain @ Nov 14 2002, 06:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It should be tunnels ... darky, smelly, scary tunnels ;p<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes yes yes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Me wants dark and scary....... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Don't forget you need a way to explain why the commander can see into the tunnels.
  • SovKhanSovKhan Join Date: 2002-11-05 Member: 7099Members
    and why the siege cannons work.
  • LordBrainLordBrain Join Date: 2002-11-13 Member: 8372Members
    *cough* *cough*
    Hum, ok, i'll explain.

    Fiiiirst, before TSA goes in an alien's nest, they prepare the figth by launching a nanostuff grenade in it which diffuse nanostuff. After waiting several hours, the nanostuffs go everywhere (because those small things are very smart, TSA can be proud).
    Then, the commander is able to see the nest ! (god blessing ... snif).

    Siege turret work as usual. They use sonic deflagration that go throught walls. Don't forget that the topology of an alien nest is like an ant farm/nest. So wall are dirt+smelly secretions (yek, damn you aliens) which is as easy as concrete wall to go through with sonic attacks.
  • LordBrainLordBrain Join Date: 2002-11-13 Member: 8372Members
    Ok, it's the first time i use mapper ...
    I've download Valve Hammer and it's seems a bit 'cubic' to me. Then i remember that HL engine is an hybrid of Quake and Quake2 engine ... so, curves and beautiful organic like tunnels are prohibited.

    I'll find, i'll find ... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
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