Wide opening vents

yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
<b>The problem:</b>
Tiny vent openings really suck. A skulk should be capable of simply running at the vent opening and getting straight in with a fluid motion. This is not the case in NS1, not by a long shot.

Since the vents of NS2 are focused on skulks, I would like for them to be user friendly for our favorite wall crawling zerglings.

<b>What I would like to see:</b>

Every vent in NS2 should have a dilated opening. The intersections of vents with walls should not be right-angle but smooth curves.

Like this but with less pronounced rounding:

<img src="http://www.opticasoftware.com/documentation/Rayica/PrinciplesOfRayica/4Customization/HTMLFiles/index_86.gif" border="0" class="linked-image" />

The vents should still look like vents, but they should also be more skulk friendly.

I hate getting caught on vents and getting shot to death because I missed 1/4 of a second. I think everyone else does, too.

Comments

  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I think you went a little over the top there.

    I agree that vents have to be easy accessable and I even prefer all vents to be wide enough so that one alien can't block it, but your suggestion is a little too much and limits the mappers.
    Map navigation is part of learning the game; I don't want any autopilot for skulks and lerks.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    The new engine probably gives wallwalking and skulk movement quite different feel, I wouldn't demand anything from mappers at this point.

    P.S You can still enter the vast majority of NS vents smoothly with a bit of mousework and use of jump and duck keys while approaching the vent. It's not very inuitive or user friendly, but kinda enjoyable detail when you get the hang of it.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    This is always an issue to us mappers. Where to place them, and how high/low to put them... We have to consider heights, angles, width, height, and more over what's INSIDE the vent... I'm basically using the height of the player, skulk, gorge, lerk, and fade to implement the design of the vents.

    I say forget the vents, just use the door lol
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I agree this is an issue, but hopefully the NS2 engine and skulk movement algorithms will take care of this.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Leap will help a lot in NS2
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Just make the vent large enough that people have room for error to get in quickly.

    If it's near a weird lip, give a 45 degree slant on the edges to help funnel in the player.

    Problem fixed.
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