Adding "spice" To Your Map Level
tommy14
Join Date: 2002-11-15 Member: 8839Members
<div class="IPBDescription">some ideas for "gingerbreading"</div> some ideas to add variety, spice, and "gingerbread" to your NS maps.
1. lightswitches (func buttons) in rooms. almost none of the offical maps have these for some reason. it would give a reason for alien hivesight, and for human flashlights. good for ambushes.
2. pump switches & liquid action. func water works like a sliding door, and water can be raised and lowered. <i>imagine eclipse's sewer & sewer vestibule if there was a valve (rotating button) or two to raise or lower the water level</i>. it could even be an auto cycle without a switch/button, or with a switch that stops and starts the autocycle.
3. maintainance room. most maps have them, yet there is nothing to do. no welding station to repair human armor. no fuse box to weld to enable or disable systemwide events, like room light switches or water pumps!
<i>or it could be in good condition waiting for aliens to break it by electrocution or long range fire....</i> another thing, maintainance rooms & slimy sewers should have slick grease spots (func friction) here and there.
4. these stations & ships are for humans, yet where are the brigs, the security offices? a security station could become another objective to fight for if it had a few working cameras (trigger multiple in room targetting a trigger camera in a corridor targeting info target in corridor) overseeing various public corridors. it would give players something else to do. if they ever figure out how, a some human ammo could also be stored there. <i>of course, maintainance would control power to the cameras - a master or multisource perhaps?</i>
5. and also humans get sick, injured. where are the infirmarys, the first aid station? yeah, human commanders can drop health, and kharaa defense structures - but having a HL style room where anyone can get limited health once in a while would also be refreshing "realism" bonus to a level. a trigger hurt with a negtive value HEALS, and the reset time can give it time to "recharge".
6. eclipse and other maps have "control rooms" - but what do they control? squat.
imagine having the abiltiy to change doors from always open to switchable open/closed - and vise versa. light switch controls. and of course it would only work if the maintainance room allowed it.....puzzles are GOOD additions to the main goals of the game.
7. vents. they don't just have to be only breakable and weldable anymore.
a. there is this wunnerful entity trigger push. now have an eviormental control panel with a couple buttons. someone goes in and flips the switch for FLUSH vent shaft A, and the PUSH goes on for 1 min, shoving anything in that vent out - at high speed. great fun!
<i>oops, there was an alien in that vent on the map BAST? flushed out to fall to the ground in the docking bay. tsk tsk!</i>
b. or maybe it is time to sterilize the fungus in that vent - use a trigger HURT for 20-40 damage....<i>somebodys toesies got burnt by the electric shock?</i>
8. the Rustmill effect for a control panel would also be great, even without the teleport. see tutorial at:<a href='http://www.valve-erc.com/resources/?page=tut_rustmill' target='_blank'>http://www.valve-erc.com/resources/?page=tut_rustmill</a>
9. func pushable stuff, tables, chairs, crates - so that humans can get into some vents also can give interest to a map.
10. you are in space, in a space craft. probably artificial gravity - but what if it breaks down in spots? (trigger gravity) you could have lower grav - and higher grav areas.
<b>for more info on some of these entitys that can add to your maps, visit:</b>
<a href='http://www.valve-erc.com/entities/?game=0001' target='_blank'>Valve ERC entity list</a>
1. lightswitches (func buttons) in rooms. almost none of the offical maps have these for some reason. it would give a reason for alien hivesight, and for human flashlights. good for ambushes.
2. pump switches & liquid action. func water works like a sliding door, and water can be raised and lowered. <i>imagine eclipse's sewer & sewer vestibule if there was a valve (rotating button) or two to raise or lower the water level</i>. it could even be an auto cycle without a switch/button, or with a switch that stops and starts the autocycle.
3. maintainance room. most maps have them, yet there is nothing to do. no welding station to repair human armor. no fuse box to weld to enable or disable systemwide events, like room light switches or water pumps!
<i>or it could be in good condition waiting for aliens to break it by electrocution or long range fire....</i> another thing, maintainance rooms & slimy sewers should have slick grease spots (func friction) here and there.
4. these stations & ships are for humans, yet where are the brigs, the security offices? a security station could become another objective to fight for if it had a few working cameras (trigger multiple in room targetting a trigger camera in a corridor targeting info target in corridor) overseeing various public corridors. it would give players something else to do. if they ever figure out how, a some human ammo could also be stored there. <i>of course, maintainance would control power to the cameras - a master or multisource perhaps?</i>
5. and also humans get sick, injured. where are the infirmarys, the first aid station? yeah, human commanders can drop health, and kharaa defense structures - but having a HL style room where anyone can get limited health once in a while would also be refreshing "realism" bonus to a level. a trigger hurt with a negtive value HEALS, and the reset time can give it time to "recharge".
6. eclipse and other maps have "control rooms" - but what do they control? squat.
imagine having the abiltiy to change doors from always open to switchable open/closed - and vise versa. light switch controls. and of course it would only work if the maintainance room allowed it.....puzzles are GOOD additions to the main goals of the game.
7. vents. they don't just have to be only breakable and weldable anymore.
a. there is this wunnerful entity trigger push. now have an eviormental control panel with a couple buttons. someone goes in and flips the switch for FLUSH vent shaft A, and the PUSH goes on for 1 min, shoving anything in that vent out - at high speed. great fun!
<i>oops, there was an alien in that vent on the map BAST? flushed out to fall to the ground in the docking bay. tsk tsk!</i>
b. or maybe it is time to sterilize the fungus in that vent - use a trigger HURT for 20-40 damage....<i>somebodys toesies got burnt by the electric shock?</i>
8. the Rustmill effect for a control panel would also be great, even without the teleport. see tutorial at:<a href='http://www.valve-erc.com/resources/?page=tut_rustmill' target='_blank'>http://www.valve-erc.com/resources/?page=tut_rustmill</a>
9. func pushable stuff, tables, chairs, crates - so that humans can get into some vents also can give interest to a map.
10. you are in space, in a space craft. probably artificial gravity - but what if it breaks down in spots? (trigger gravity) you could have lower grav - and higher grav areas.
<b>for more info on some of these entitys that can add to your maps, visit:</b>
<a href='http://www.valve-erc.com/entities/?game=0001' target='_blank'>Valve ERC entity list</a>
Comments
But I would think it would take a while to make a map like that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
bah..
If anyone is gonna make one, Ill be pleased to play it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Aside from that, I think I might try to add every one of these into my map, just for the sake of it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Also I'm still waiting for someone too come up with a water level where many of the corridors are filled with water or something. Those hive water would be cool in this type of level.
Also make the equivalent o the marine weldables by making some points in a map so that gorges can turn on something special that will fill an area up with poisinous liquids that harm marines. This way marines have to work another way around it like aliens have to with welded vents.
A) would fit with the NS gameplay , and
B) are actually possible within the HL engine..
/me takes notes, rubs chin and goes "hmmmmm"
As for control rooms, having a room much like the one in Halo, with some computers, two chairs, and a ladder to go up where you can actually steer it would be cool. Especially if the control chair is inside of a glass bubble where you can see everything.
Many of the ideas sound good, and would make the maps more interactive which is always a good thing to have in a map, especially a NS map.
~Bic-B@ll
Bic I've known you as a mapper for a while but I still don't agree wit what you've said, I just feel that ns maps should be realistic, but not allowing you to one up the other.... although i'll see what i can do without making everything wonky.
btw nice ta see ya <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
[edited]
Hive entities have "Target on death" and "Target on spawn" fields, you could just set the water to rise when the hive comes up and lower when the hive dies. Also, I wasn't really talking about flooding an entire hive room, just a relatively shallow amount of water.
Personally, I'd advise mappers to use entities in interesting ways to create ambience and special effects, by all means, but please don't use too many entity effects that have direct (negative) consequences on the way the map is played.
Just an idea, since most maps look maybe too neat and clean.
It's a marine ability. Sod all commanders ever use it tho.
" wow, these are reasonable ideas, that, handled well, might be feasible within the HL engine...might be a nice touch on an already good and well constructed map..?"
As opposed to .."Well meaning posts that are totally impossible within HL engine.."
See what I mean?
a few of you missunderstood the concept. these ideas are not meant to take over a map, just minor additions here and there.
gingerbread, or spice are minor things added to "flavor" a level, not as the main course. it is like welding spots or breaking walls - not NEEDED for game play, should not take it over - but it add complexity, variation, interest to a level of an already great game.
and no map appeals to everyone, if you are a minimalist, that is fine. it is just that almost all the official maps i have see are so minimalsit already.....