push map
Racer1
Join Date: 2002-11-22 Member: 9615Members
I'd like to see one of the ns2 maps be something closer to a push map. Typically, push maps require that each successive point is captured (moving away from your base), before you can capture the next point.
Note: Being a push map does NOT require that the map be completely linear. You can still have side vents and hallways.
Reasons I like push maps:
1. They can be easier for beginners to understand
2. They are good for a small player count (under 12 players)
3. They are different from the other maps (to mix it up a bit)
Note: Being a push map does NOT require that the map be completely linear. You can still have side vents and hallways.
Reasons I like push maps:
1. They can be easier for beginners to understand
2. They are good for a small player count (under 12 players)
3. They are different from the other maps (to mix it up a bit)
Comments
I vote for "pm_mapname"
Then I realised you meant conquered.
Good idea for an alternate game mode, probably won't be possible just by mapping. Maybe by scripting.
Unless you have some ideas about how it could work with the current system? A linear set of tech/res points? There would of course be no reason not to go in and capture a deeper area, but it would be discouraged by the linear structure.
Its what the gorge belly slide was made for!
Then I realised you meant conquered.
Good idea for an alternate game mode, probably won't be possible just by mapping. Maybe by scripting.
Unless you have some ideas about how it could work with the current system? A linear set of tech/res points? There would of course be no reason not to go in and capture a deeper area, but it would be discouraged by the linear structure.<!--QuoteEnd--></div><!--QuoteEEnd-->
pushing deeper would be kinda like the vanguard. they lead the way, clear out whats ahead while the rear of the element follows behind capturing points
I've drawn an image of how I imagine a push map would work. It's both simplified and exaggerated. (Edited for possibility of interconnected paths.)
<img src="http://img191.imageshack.us/img191/4753/ns2pushmaplayout.gif" border="0" class="linked-image" />
i can see the combat being more head on and may make for an interesting game mode
Basically this idea as it is will conserve the game rules (so there is no coding required), but change the game play considerably (more linear, more pushing-oriented, more combat-heavy) just through adopting a different set of mapping guidelines.
It's a bit like how siege maps didn't change the game rules, but through clever use of scripted time-locked doors, made for an entirely different gameplay experience - except that in this case it's even simpler as you don't even need to have those triggers (unless you wanted a game rule where it was required that you "capture" the previous point before you're able to "capture" the current point; but I wouldn't personally want that, as it just makes the gameplay even more linear).
This pushing map concept's gameplay will be extremely dependent on whether or not, in the future, upgrades are lost with expansions. Either way will still be interesting, but definitely have completely different game dynamics.
This.
NS1/NS2 = nonlinear push maps (or in the case of rockdown, a circular push map)
Personally, I wouldn't call these push maps, because I consider push maps linear by definition (as in the TF2 kind).