Environment damage
Big_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.
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
Definately sounds cool though.
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.
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.
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-->
Except with a nuke gun... or an explosion or two... or after being weakened by acid... or the alien growths.
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.
Will you mappers make lots of yummy surprises for us, if not like the example I described? :]