Using randomness in gameplay
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
<div class="IPBDescription">Via trigger_random</div>Awhile back we had discussed using the NS entity, trigger_random to allow interesting gameplay. Things like, a set of doors or vents that randomly start open or shut, a pipe that falls down across a hallway 1 in 4 games, etc. It may be a bit early to think about this stuff, but I think that it's something to at least keep in the back of your mind.
In Counter-strike, the hotspots for a map are often the same areas (the bridge area and hallway on Dust, the market in Italy, etc.). Much the way that random start locations for the aliens change the hotspots of the map, good use of the trigger_random could provide further variation on the same map with little work. This would allow NS games to use much more of the map, and might mean that maps stay more interesting for longer.
I could also see neat situations where a team would want to scout a nearby area before committing to a strategy, because the map isn't totally static anymore.
In Counter-strike, the hotspots for a map are often the same areas (the bridge area and hallway on Dust, the market in Italy, etc.). Much the way that random start locations for the aliens change the hotspots of the map, good use of the trigger_random could provide further variation on the same map with little work. This would allow NS games to use much more of the map, and might mean that maps stay more interesting for longer.
I could also see neat situations where a team would want to scout a nearby area before committing to a strategy, because the map isn't totally static anymore.
Comments
One thing though... while it'd definitely be very cool... I'm not so sure it would be totally necessary to vary "hotspots". The presence of resource nozzles makes every game played at least slightly different. One game you'll be setting up base in hera's warehouse (thus creating a hotspot)... and the next game you expand right into a alien hive room (I can't get over that! hehe). I think hotspots already vary to a great degree. At least more then CS or other similar mods.
But again... It would be totally kickin to have something like this in the levels.
that's because you just haven't played NS enough. after you played the map for a few months (like people do in CS) you'll bound to see a lot of hot-spots.
Anyway - back to a more realistic variation. Yes, something that would block the commonly used paths would be great. I hate that in maps in any mod, people simply don't go some places. Regardless of how they look, they're simply not "hot-spots".
another idea is to have things outside portholes, just to make it seem more realistic
Thanx!
btw, flayra, i can find that job topic. i sent you a mail but i don't know if you got it. wanna know if this guy liked my stuff (if it was the right form of stuff at all). please drop me a line anyway...