Multi-Stage Levels
Corpsey
Join Date: 2011-07-02 Member: 107538Members
<div class="IPBDescription">Combat on multiple elevations.</div>Hi I have an idea that was inspired by an old game called "Metal Fatigue" where the HUD for the commander had 3 buttons so you could build on 3 levels of the planets - Underground, Ground Level, and Space. Only for NS2, it would be an option to expand gameplay to elevations and still allow building on multiple levels.
Things that would need to be incorporated to make the change:
<u>Entity changes</u>
commander_camera - needs extra definition: multi_level #1~5
minimap_extents - needs extra definition: multi_level #1~5 (Bakes 1 minimap for each level)
team_location - needs extra definition: multi_level #1~5 (for where the commander_camera should start and which switch should be pressed initially)
<u>Group Changes</u>
ML1, ML2, ML3, ML4, ML5 - Each would have the appropriate props and face brushes for each elevation, of which the props that shouldn't be built on should still go into the CommanderInvisible.
Proposed screenshot: (single elevation map)
<img src="http://img801.imageshack.us/img801/6089/multistagelevels.jpg" border="0" class="linked-image" />
Things that would need to be incorporated to make the change:
<u>Entity changes</u>
commander_camera - needs extra definition: multi_level #1~5
minimap_extents - needs extra definition: multi_level #1~5 (Bakes 1 minimap for each level)
team_location - needs extra definition: multi_level #1~5 (for where the commander_camera should start and which switch should be pressed initially)
<u>Group Changes</u>
ML1, ML2, ML3, ML4, ML5 - Each would have the appropriate props and face brushes for each elevation, of which the props that shouldn't be built on should still go into the CommanderInvisible.
Proposed screenshot: (single elevation map)
<img src="http://img801.imageshack.us/img801/6089/multistagelevels.jpg" border="0" class="linked-image" />
Comments
But I am sure it would do it way to complicated for the Commander.
Think on multiple attacks and requests on all 3 levels each on a other side of the map.
It would be just to much! Or you need 1 Commander for each Level.
I could be a Hardcore Multiple Commanders Mod.
So -1 in NS2 (but +1 as MOD)
I understand your points about medpacking quickly across levels but then scenarios where 2 elevations that are closely coordinated (i.e. where you'd build a forward armory and where an alien hive is) should then be avoided - if these places are on the same elevation it shouldn't be much of a problem. Also though, this should be avoided as much as possible anyways - it's just a feature if you're having trouble placing something on a lower level than the level you're on.. I mean the alternative is that there's no elevation change at all other than linear kind of ramps :P
I made a quick modification so you can see what it would look like if another level was available to be selected:
(If it were selected it would be brightened)
<img src="http://img42.imageshack.us/img42/6687/2011072200002.jpg" border="0" class="linked-image" />
Actually now that I think about it though.. it is a little confusing because people might use it poorly so idk :\ it was just an idea.
With this in mind, as long as the levels aren't on top of each other, you <i>can</i> build multiple levels on a ship. Just leave large enough areas between the rooms/hallways of one floor for those of the other floor.
It's 2 buttons............ mostly.. I just suggested support up to 5 levels if people really need to be stretching a map that far up/down ever - for instance if there's ever teleportation entities, you can just quickly go to a new world looking level that your team has teleported to and aid them from there - but really it's just below your main base so the camera just hides (& makes the upper level "Marine Start" transparent), then zooms in, passed marine start into the teleported area where the team is then awaiting orders.. this is one example of when you'd need 5 or so levels.. it is rare though and 1 level is usually enough. If elevators are implemented though there could be some interesting play with elevation changes too.
The thing about it though is that marines are ranged and can be self-sufficient with just an armory placement rather than medpacks and ammo (at this point, I'm sure in the future armories wont give armor) however, if a marine did call for ammo why are you fumbling with the minimap when you can just press spacebar anyways? Perhaps it could automatically go to the level that the marine who radio'd was on.. or even hotkeyed buildings for that matter :P
It's special case anyways - it's not like every map is going to feature some crazy elevation change and large portions of maps covering enough that this would have to be used. It would however be useful in cases where there are 2 floors of a building or a biological structure of some sort that twists around and goes deep under a marine base, where portions of the base and the cavern cross.. at which point it's the level designers job to decide the point at which the commander can drop cysts/buildings on one elevation to the next.
Actually if the elevations and cameras for it worked on the grouping system in builder - you could have shared elevation (i.e. 1 ramp that is both elevation 1 and 2, so that no matter which elevation stage you had selected, you could drop stuff on it)
I'd actually see something like this making multiple comms useful. You could designate a comm to each level. However, for this to work effectively, I'd think you'd need to build the game around the concept rather than attach it to NS2. That's why I think it'd be an interesting mod idea.
What I would like to see are more catwalks and layers on a single lvl, just to give more variety to the landscape (vs. flat ground with corners and things to hide behind)
What I would like to see are more catwalks and layers on a single lvl, just to give more variety to the landscape (vs. flat ground with corners and things to hide behind)<!--QuoteEnd--></div><!--QuoteEEnd-->
Try NS2_triad26
If you use an elevator, they're incredibly campable.
If you use stairs, they're also incredibly campable and at best, they're a long corridor with unavoidable excellent cover at the top for whoever controls it.
Unless you use very large, shallow transitions, multi-level combat just turns into a huge campfest around the level changes, they're certainly the weakest point in any level design that uses them.
I don't really think it adds anything worth the trouble either, it's not like you're really stuck for space and have to pack things on top of each other.