Wide opening vents
yourbonesakin
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.
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
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.
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.
I say forget the vents, just use the door lol
If it's near a weird lip, give a 45 degree slant on the edges to help funnel in the player.
Problem fixed.