Environment damage

Big_AlBig_Al Join Date: 2002-04-09 Member: 393Members
I'd like to see stuff go completly to hell in a firefight.  I know it's not Red Faction, but bullets pinging off of pipelines and bulkheads should probably have some kind of adverse effect on the environment.  I could see a load of level 1's charging through a hallway, only to be wiped out when a cool-headed marine pumps a few rounds into a gas line as they cross it's path.  
It would be a good way to open up multiple paths as well.  If a crosswalk gets blown apart by heavy weapons fire, perhaps it could fall through a floor in a scripted sequence and open up an entirely new section of level.
I'm not a mapper (regrettably) so I've no idea if this stuff is feasible at the moment, but it would add to the atmosphere, and importance of being aware of your surroundings.

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Awesome idea... but I imagine the frame rate could get a bit... lacking if overdone. Realistically breaking stuff all around would require some heavy polys.

    Definately sounds cool though.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    If you did that you'd have to remove a lot of other cool effects, or somehow limit them or something, since the HL engine can't handle too many entities (or somethin' like that). But it's a very nice idea (and I've got some kinda sorta similar ideas (none involving bullets) for a map I'll start making when Ver1 comes out).
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    Mole starts mapping? i want to see that! whats your idea? cant wait to play your map
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Oh, I've never mapped in my life, and I -really- suck at texturing. So it'll be a while after the release that it comes out, if ever, since I also procrastinate, and am lazy.

    But as for general idea:

    Some sort of moon or space based research station. I'm leaning towards moon based at the moment. But I've got a MASSIVE amount of ideas for really cool things -inside- the map.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    One of the tenets of Opera mapping was 'lots of func_breakables'. This went to extremes sometimes, as some objects that normally weren't breakable were made into breakable entities. It was crazy.

    Breakables are nice in some cases, but the effect quickly wears off. A broken object doesn't respawn until the round ends, so once everything is broken that's it. I'd rather see a map with unbreakable detail, so it's always there to provide enjoyment for the whole family.
  • Bob_the_AlienBob_the_Alien Join Date: 2002-01-30 Member: 135Members
    maybe somthing similer to the det pack in tfc?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Yamazaki+April 10 2002,10:59--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yamazaki @ April 10 2002,10:59)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->One of the tenets of Opera mapping was 'lots of func_breakables'. This went to extremes sometimes, as some objects that normally weren't breakable were made into breakable entities. It was crazy.

    Breakables are nice in some cases, but the effect quickly wears off. A broken object doesn't respawn until the round ends, so once everything is broken that's it. I'd rather see a map with unbreakable detail, so it's always there to provide enjoyment for the whole family.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    While I agree with you that breakables can be overused, I think that using high strength values is a good way of adding some kind of 'additional randomness' to your map. I'm not talking about designated hotspots here, but rather about relatively quite zones. Create some breakables that can only be destroyed after multiple hits there and you may suprise your player even after a long time.



    <!--EDIT|Nemesis Zero|April 10 2002,13:58-->
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    I remember a post on one of the NS forums (not this one) about having areas like this in maps.  It was eventually decided that it would be really great and something that should be added to create more of those 'memerable gameplay' moments.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    is not a so good idea...something ok,but REMEMBER that almost everything seen in ns is in metal,so no way to break <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    <!--QuoteBegin--Black Dog+April 10 2002,17:02--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Black Dog @ April 10 2002,17:02)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->is not a so good idea...something ok,but REMEMBER that almost everything seen in ns is in metal,so no way to break <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Except with a nuke gun... or an explosion or two... or after being weakened by acid... or the alien growths.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    And besides... I don't see the words "realism" or "realistic" printed anywhere in Natural Selection's <a href="http://www.natural-selection.org/about_ns.html" target="_blank">game description...</a>

    No one will care if a huge metal wall falling over every once and a while is realistic or not (it won't come to most people's minds anyways)... they're just going to think it utterly cool.
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    i think a some breakable glass and a few trigger_pushes and trigger_hurts will make the firefight in that glass hallway all the more entertaing.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Ah, I'd like to see the roof in a hallway just suddenly breaking up, landing on us players. And making it random, so it happens to only one hallway each round, and a different one, and often not at all. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Will you mappers make lots of yummy surprises for us, if not like the example I described? :]
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