ns2_co_spacejump
DarkSeraph
Join Date: 2004-06-07 Member: 29174Members
in Mapping
Use jump pads to jump to floating platforms!
For best results stop walking on the arrow platform. If you walk over the edge before the push kicks in it's not my fault!
Combat only right now.
Very simple, should be pretty fun.
Note: Fade & marine fly a little too much sometimes, but fat gorgies were hard to accommodate for. That said I've tested every jump with everything but Fade & Lerk and you should land safely without having to change your direction.
I'm trying to make a MvM version, but I just figured out that if it isn't connected by a face to an area with a tech point, you can't build there! Does anyone know how to work around this? Or are my dreams of having this as an MvM map dashed?
For best results stop walking on the arrow platform. If you walk over the edge before the push kicks in it's not my fault!
Combat only right now.
Very simple, should be pretty fun.
Note: Fade & marine fly a little too much sometimes, but fat gorgies were hard to accommodate for. That said I've tested every jump with everything but Fade & Lerk and you should land safely without having to change your direction.
I'm trying to make a MvM version, but I just figured out that if it isn't connected by a face to an area with a tech point, you can't build there! Does anyone know how to work around this? Or are my dreams of having this as an MvM map dashed?
Comments
Just wanted to say I might try to solve this by creating connecting faces in glass that are only 1 or 2 units wide. That way the system might think all platforms are on connected planes, even though there is no physical way to walk there.
It looks like this in game:
Someone please give me some input - is this a deal breaker? I think most people would still use the jump pads because it's MUCH faster. It's not a serious map in the first place, but is it worth making this map for MvM play if the platforms are connected?
...Am I just talking to myself here? (
I think you can tweak that to whatever you like if you change the path_settings entity
Also just from the screen shots are you able to shoot the hive from marine spawn? (or is there an invisible wall there?)
I think there might be a special group name that makes faces no-clip. Check out the secret rooms in Official map ready rooms and try that for your connecting platforms.
Probably won't work but worth a try.
From the middle of the map, it appears you can. When you are in one spawn it barely renders the middle platforms, so there is no way to shoot from spawn to spawn as you can't even see it. I can give aliens a 'shield' in front of the hive if you think that's a good idea, though I'd have to make spawns not random. It's probably not a bad idea since you can shoot both bases from the very center of the map (though it might be hard to live there long).
For the pathing_settings which variable? There are so many - Tile size is 48 default, or maybe Region Min Size or Region Merge Size (at 20+ tile size is 68? I dunno).
The combat version of the map does not require Extra Entities Mod, as I believe both PushTrigger and map_settings are already included in Combat mod (it's all by JimWest). The hard part will be getting these entities into MvM - I think I will need @McGlaspie 's help, but he will only have to add JimWest's code.
Map_settings only affects draw distance except for active "models like cc, doors, but not prop_statics" (I had to ask Jim). So I could lower it, but there really isn't any reason to as there is no benefit.
I think I will go about making a 'shield' for the hive for the alien side of the combat map - it'll be fine to have aliens static on Red side and marines static on Blue.
Also if anyone can give me help with my path_settings question above that would be awesome. I'll test it out tonight & play with it, but if you already know that would help a lot.
Ooh I'm intrigued. In the meantime I may just publish the map with a note that it won't work in MvM until those two entities are added. Assuming I can fix this path_settings thing.
No rush - real life happens and is way more important!
No need to add them? Excellent! I was worried there might be a conflict or something, when I had both active the extra entities stopped working.
I've been keeping an eye out but I haven't seen any yet. Then again with votemap not working its hard for me to tell what servers have what maps.
I honestly haven't played a full round on it yet - I want to watch EXO & Onos fly through the air!
Maybe if I can use logic_worldtooltip in the ready room I can just remind people it's for the fun of watching onos and exo fly through the air?
I also need to tell people to just STAND on the pad. So many newbies join and just run off to their death because push_trigger doesn't kick in fast enough - I want to warn them! I promise that the pads are adjusted to get you across if you stand on them as almost all lifeforms.
More crazy combat maps please!
Yay - this map is in rotation in a Japanese server! NS2JP or something like that.
Edit: I also just fixed the sky box on this map so that the planet is visible.
Aliens seem to do well xp-wise, but some teams seem to have trouble rushing the cc and end up losing due to persistent JP attacks on hive. I'd highly suggest all alien teams on this map think about using bile bomb rush to kill CC, which is really OP in my opinion but requires organization.
I still don't think the map is very balanced, but it's a little less rapey.