Map Functions that change NS2 gameplay

zastelszastels Join Date: 2003-11-29 Member: 23731Members
I've got some fun ideas for my NS2 map, and everyone is welcome to use them, but what I'd like to do is have a hypothetical conversation about them. I'm trying to put a unique gameplay element in each tech point. This is hypothetical so even if something is currently not possible to do in the editor, it doesn't matter. What matters is how these would change the gameplay, good/bad

<b>Decontamination Chamber</b> - This chamber is a main entrance to a tech point, and it serves the purpose of delaying entry, and forcing people to group. One you enter the chamber and push the button, a time passes before the next set of doors open. So for a brief time you're locked in, and awaiting the new entrance to open. A feature like this is fun because with some scripting you can make it a unique and fun little map section. Gameplay wise it is something different, something to consider before taking the base or when already having it. A wave of skulks or marines can come running through, but both teams will have time to react.

<b>Fast Moving Tram</b> - My map has a tram track weaving throughout the level. One possibility is to have a tram that you can load up and travel on as marines. Marines can travel very quickly while grouped with moderate cover. Downsides are that the track signals the tram is in use, hard to surprise with. The tram also functions in a linear fashion, forward or backward. It can be disabled with power nodes, which means it wont pass a junction until the power node is up. The tram can only be stopped once it arrives at a hub point.

<b>Water</b> - Water is all over NS1, but generally not the kind you swim in. It played a passive role in atmospherics, removing fall damage. In NS2 I think the Onos and Heavy could both be hydrophobic. This would enable you to make a map section that is flooded, forcing players to swim through a flooded hallway to gain entrance to another section. This changes gameplay, for you obviously have map sections without the Onos or Heavy, possible you can even spot a heavy/onos rush and react a bit better.

Right now none of these ideas have a priority or are possible as far as I know, but someday they will be. Anyone have any ideas?

Comments

  • PhannehPhanneh Join Date: 2003-10-29 Member: 22125Members, Constellation
    edited March 2012
    I think that this is better suited for the suggestion forum, however I like the ideas.

    The decontamination reminds me of that giant door on bast going from docking bay. I wonder if someone could just make a mod and create a door that opens at a delay or opens at a slower speed. It seems like on of those things that should be changeable on the entity's properties. After all, there are weld and damage properties already listed in spark for doors. I'm trying to think of a way to implement that into an official map, but it sounds more like a siege map feature.

    The tram kind of falls in the same siege/custom map for me. They didn't appear in ns1 for kind of the same reason, I think it would be an issue of balance. Imagine a tram full of marines shooting straight ahead as it zips by skulks, who have no time to react. I could be wrong, but I think that's why there's no tram on ns_tram. :P

    The water is something I've been wanting for a while too. I think that it's just down on the priority list, as there are other balance related things that need to be done first, ie. exo suits. I've built a few rooms around the need for water, so whenever that gets added, I'll be ready to add it in.
  • john_bjohn_b Join Date: 2011-03-10 Member: 85608Members
    @OP Those are extremely cool ideas which I have also thought.

    I have no scripting, texturing or modelling experience so I am SOL on that one.

    However my main map idea is a an underwater base so I am really wanting that water.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Sorry chaps, I would be really surprised if water made it into version 1.0. None of the environments in our official maps have volumes of water. Everything we want to do with water in those environments can be achieved with a particle effect (like the Mineshaft waterfalls). Since we don't need it for any of the environments that will be in 1.0, it's really really low on the list of development priorities.

    With the first post-1.0 environment likely to be Biodome, there's a good chance it will become more of a priority then.
  • john_bjohn_b Join Date: 2011-03-10 Member: 85608Members
    edited March 2012
    <!--quoteo(post=1915059:date=Mar 19 2012, 09:19 AM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Mar 19 2012, 09:19 AM) <a href="index.php?act=findpost&pid=1915059"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry chaps, I would be really surprised if water made it into version 1.0. None of the environments in our official maps have volumes of water. Everything we want to do with water in those environments can be achieved with a particle effect (like the Mineshaft waterfalls). Since we don't need it for any of the environments that will be in 1.0, it's really really low on the list of development priorities.

    With the first post-1.0 environment likely to be Biodome, there's a good chance it will become more of a priority then.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Understood. As a mapper I want to steer level design into new directions with NS2, since all the maps look kind of the same mining/refinery look. I had an idea for an underwater high-tech base which would require a "Underwater" style particle effect when you looked out some windows. Does this sound like anything that can be achieved atm?
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    <!--quoteo(post=1915208:date=Mar 19 2012, 05:52 PM:name=john_b)--><div class='quotetop'>QUOTE (john_b @ Mar 19 2012, 05:52 PM) <a href="index.php?act=findpost&pid=1915208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Understood. As a mapper I want to steer level design into new directions with NS2, since all the maps look kind of the same mining/refinery look. I had an idea for an underwater high-tech base which would require a "Underwater" style particle effect when you looked out some windows. Does this sound like anything that can be achieved atm?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds like you'd slap a shader effect on a pane of glass. I suppose it's technically possible, but making a shader requires the use of C or C+ from my brief study of it.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    <!--quoteo(post=1915214:date=Mar 19 2012, 06:18 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Mar 19 2012, 06:18 PM) <a href="index.php?act=findpost&pid=1915214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds like you'd slap a shader effect on a pane of glass. I suppose it's technically possible, but making a shader requires the use of C or C+ from my brief study of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Add me on Steam John, we can talk about Spark stuff if you want. I'm mapping everyday almost for some hours.

    <a href="http://steamcommunity.com/id/zastels/" target="_blank">http://steamcommunity.com/id/zastels/</a>
  • john_bjohn_b Join Date: 2011-03-10 Member: 85608Members
    <!--quoteo(post=1915215:date=Mar 19 2012, 04:22 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Mar 19 2012, 04:22 PM) <a href="index.php?act=findpost&pid=1915215"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Add me on Steam John, we can talk about Spark stuff if you want. I'm mapping everyday almost for some hours.

    <a href="http://steamcommunity.com/id/zastels/" target="_blank">http://steamcommunity.com/id/zastels/</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    done
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