Descenting commander view
uffo
Join Date: 2003-05-03 Member: 16026Members
oh helloes!
did a really quick search and didn't find anything on the subject so pardon me if there's already been discussion about this.
anyways! I'd like to make a map where marines starts high and kharaa are at the bottom and marines have to gradually walk deeper
and deeper to the peril. I think it would create more sense of the danger since after all, the evil always lurks in the basement.
but since this is NS and there's this commander view which brings some limitations. with NS1 this was impossible because
the lower the map gets the greater the commander's view distance gets, so I was thinking that maybe in NS2 the commander's
camera could follow a plane that can be set into a certain angle and therefore the commander's camera would always be at desired
height.
here's a picture to elaborate.
<img src="http://uffo.wanha.org/maps/ns2/commview.jpg" border="0" class="linked-image" />
anyone with this one?
did a really quick search and didn't find anything on the subject so pardon me if there's already been discussion about this.
anyways! I'd like to make a map where marines starts high and kharaa are at the bottom and marines have to gradually walk deeper
and deeper to the peril. I think it would create more sense of the danger since after all, the evil always lurks in the basement.
but since this is NS and there's this commander view which brings some limitations. with NS1 this was impossible because
the lower the map gets the greater the commander's view distance gets, so I was thinking that maybe in NS2 the commander's
camera could follow a plane that can be set into a certain angle and therefore the commander's camera would always be at desired
height.
here's a picture to elaborate.
<img src="http://uffo.wanha.org/maps/ns2/commview.jpg" border="0" class="linked-image" />
anyone with this one?
Comments
I was thinking of either an auto-adjusting camera with smooth Y movement, or maybe a let the commander player use the mousewheel to zoom in and out of the map, and let the mapper set a minimum and maximum height inside the level with the commander camera entity.
I'm sure they'll come up with something better and more intuitive than in NS1 anyways.
Maybe in NS2 it'll work better, but even if the camera is a little weird, this map would be nice anyway.
Also, I heartily recommend ns_nexus, which is the pyramid map people are talking about.
So, the commander can't zoom his view?
yup it was in an audio blog ages ago :)
Yes i remember that reveal.
Any chance of full multi-floored support? I.e. floors which overlap each other?
I just think it is a bit limiting that all "multi-tiered" maps will have this 2 dimensional feeling. Sure you can go up and down in height (like ns1 maps) by traveling across a stair case, climbing a ladder, or jetpack etc but it's noticeable that you are on "1" floor the entire map, just like how the commander sees it in this implementation.
Sure it's more work for a commander, but this easily justifies having multiple NS2-commanders to handle the workload in parallel :)
Anyways, entity-controlled camera is a step up, by why not go full-out player control? I don't see why allowing the commander to control his view on all axis is problematic.
Anyways, entity-controlled camera is a step up, by why not go full-out player control? I don't see why allowing the commander to control his view on all axis is problematic.<!--QuoteEnd--></div><!--QuoteEEnd-->
Neither do I. I did never had any trouble in Empires with the camera. I'd really like to see a camera control option like World In Conflict.
Any chance of full multi-floored support? I.e. floors which overlap each other?
I just think it is a bit limiting that all "multi-tiered" maps will have this 2 dimensional feeling. Sure you can go up and down in height (like ns1 maps) by traveling across a stair case, climbing a ladder, or jetpack etc but it's noticeable that you are on "1" floor the entire map, just like how the commander sees it in this implementation.
Sure it's more work for a commander, but this easily justifies having multiple NS2-commanders to handle the workload in parallel :)<!--QuoteEnd--></div><!--QuoteEEnd-->
needlessly complex