[Concept] NS2 Siege

MuzzzyMuzzzy Join Date: 2005-07-20 Member: 56360Members
edited October 2012 in Modding
<div class="IPBDescription">We all remember it...</div>Hello modding forum, I am a noob to the NS2 API(and Lua). While I am diving into the abyss of scripts, help me brainstorm ideas for a remake of the original NS1 Siege gamemode. I do not intend to recreate the original ns_siege but more or less port the idea to NS2. (I am not opposed to completely recreating ns1 siege, but I would have to wait for NS2classic to be balanced first.)

<b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->An example of a Siege Map:<!--sizec--></span><!--/sizec--></b>
<img src="http://i.imgur.com/h4Or6.jpg" border="0" class="linked-image" />
-The two teams will spawn on their side of the map with a LOCKED door in middle (*front door). The ready phase allows teams to tech up/build defenses/prepare for onslaught.
-Each team will have equal time to build their Resource Towers/defenses and tech upgrades.
-After a set time(designated by the mapper) the alarm will sound, as the *front door(s)* open, allowing combat. ("door<b>s</b>" because I'd like to see less linear maps than my concept art aka ns_siege007)
-Same concept of winning as NS2, kill all Hives or CC's.
-M. Night Shyamalan twist: After a second designated time, a second door will open(*siege door) *15-20ish minutes?
-The door allows marines to reach a room giving ARC firing range on the hives.
-Eventually I would like to support more custom doors(weldsiege/rocksiege) so mappers have freedom over their map.

<b>What this thread is:</b>
-A recruitment to anyone willing to help(suggestions, server hosting, programming help, etc...)
-A place for suggestions that differ from current ns2 rules(custom entities, balance, etc..)
-A place for me to rant...

<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Implement old NS1 Mechanics?<!--sizec--></span><!--/sizec-->
-Alien wall of chambers affect through walls.
-No Alien commander, gorge builder (eying NS2:classic)

Comments

  • MuzzzyMuzzzy Join Date: 2005-07-20 Member: 56360Members
    edited October 2012
    Progress: (just started)

    I currently am trying to get a custom timed_door entity working so mappers can get started using current ns2 gamerules. Will try to update/post when I get out of work.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    If you need help with that costum door entity I could help ya, I've changed a lot for the CombatMod and timed door entity + mapping entity should be no problem.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited October 2012
    awsome project man I spent countless hours playing on those maps, it was really fun when you wasn't in the mood to play vanilla ns, just make sure that the maps aren't huge because players will disappear after a certain distance wich is a shame because we all remember how those siege maps where like.
    would be awsome to have entites for teleport ala the stargate maps( both teams are able to use them ).
    maybe other entites to show the count down on the door itself I belive its called UI in 3d space.
  • RegnarebRegnareb Join Date: 2007-08-26 Member: 62008Members, NS2 Playtester
    Oh noes...

    Here the end begins.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    don't act like that reg :P
  • FaultyFaulty Join Date: 2005-03-14 Member: 45268Members, Reinforced - Shadow
    Good luck with this, siege maps were my favourite thing in NS1
  • moquiao2moquiao2 Join Date: 2012-11-04 Member: 166705Members
    as somebody who spent WAY too much time on siege maps, I have my worries about this. it had a few critical elements which made it fun.

    1, alien builders, our beloved fatties. not just one alien comm.

    2, fades. love it or hate it, acid rocket was crucial to aliens in this game mode. what this mode will have is simply skulks slaughtered at range, and the same for well, anything. with the only unit capable of fighting being a lerk? need acid rocket. or some way for gorgies to bile bomb from relative safety ..otherwise I fear itll just be a marine stomp fest
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited November 2012
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->I'm not trying to discourage you to get this working with vanilla mechanics, but it may be easier to see about this working with NS2c. Either way, I look forward to seeing this done.<!--colorc--></span><!--/colorc-->
  • GanararkGanarark Join Date: 2012-11-04 Member: 166967Members
    I will build it once i can get access to my main ring, and il also try and write the scripts
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    a very simple way of doing that mod would be:

    use the Door class, simply remove the auto open / close functionality and make them initialize always closed. then server side make a check if the game was running for more than X minutes -> open the door. if you want the mapper to set the timer of the doors, extent the editor_setup.xml door class with another parameter (secondsUntilOpening?) and include that file in your mod.

    so your mod could look like as simple as:
    lua/Door.lua
    + map files
  • MuzzzyMuzzzy Join Date: 2005-07-20 Member: 56360Members
    edited November 2012
    Thanks Sewlek, I already have a lot of those features working, including the editor_setup.xml class, auto-open after time was hit. (just a few bugs to squash).
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold
    edited January 2013
    Any progress on this? I'm building a siege level right now, intending to use nothing more than ExtraEntitiesMod to make the doors open on schedule... If there is a working siege mod out, that'd be fantastic.

    Edit: Here it is: <a href="http://unknownworlds.com/ns2/forums/index.php?showtopic=126878" target="_blank">http://unknownworlds.com/ns2/forums/index....howtopic=126878</a>
  • SpoffySpoffy Join Date: 2013-01-06 Member: 177871Members
    I might be able to offer a (limited) amount of help with the programming side of things. Feel free to inbox me.
  • DTEDTE Join Date: 2004-05-03 Member: 28412Members
    Imo NS2c is the way too go for this.
    As I said in the NS2_Siege007 thread, exo's are too op and fades without acid rocket fail horribly.

    I tested NS2c yesterday and I liked it (it still needs remodeling and bugfixes)
    One minus for me: no devour onos :(
  • SpoffySpoffy Join Date: 2013-01-06 Member: 177871Members
    It depends if you want NS1 features or NS2 features primarily. IMO, exos being overpowered isnt a major factor as they can be modded out with relative ease, or tweaked to be less powerful.
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