Idea For "super Gridlock"

The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
<div class="IPBDescription">messing up the commander</div> In one of the compile versions of my map ns_espace, one of my beta testers found a rather interesting thing. I had a rotating rock outside in "space", and if the commander view was put over it the view followed the rock, it moved round with it. So this gave me an idea for "super gridlock", whereby a large rotating object is put underneath the map, and when the aliens get 3 hives or a certain button is pressed for instance, this object rotates at high speed, and the commander view with it. This would basically remove the comm's effectiveness. The rotater would be turned off after about 30 seconds when the "nano stabilizers" can restore commander view. I was thinking of putting this effect in my map, if i could find a way to make it work when the aliens reached 3 hives.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Dunno whats so confusing about a rotating object below the command view.
    if you want to make one huge rotating object for the commander, this object wil dissappear (as brush) when its center is too far away from the viewpoint.
    the 3 hive thingie could work with the "target on build" value and some multisources.
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    I noticed that too with the roundabout thing in bast. It thinks the comm is standing on the platform. I imagine the object would have to be the highest thing visible to the commander at that point though so I don't think your idea is workable.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I can only imagine something like this as being arbitrarily frustrating for the commander.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    It'd be perfect for those killbox's all the kids are clamouring for these days! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--QuoteBegin--Greedo386+Feb 4 2003, 03:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Greedo386 @ Feb 4 2003, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can only imagine something like this as being arbitrarily frustrating for the commander. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I second this, hehe.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    yeah... pretty useless, marines are already losing when aliens have 3 hives.. why make them suffer more? don't get me wrong, it sounds like a cool effect, just useless.
  • John_A_TallonJohn_A_Tallon Join Date: 2002-11-26 Member: 10024Members
    Make it the top-most object, but make the object's textures invisible.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    This effect happens on entirely normal func_doors if I remember correctly.
  • SkinnYSkinnY Join Date: 2002-11-07 Member: 7500Members
    as Sephiroth2k said... why make the poor marines suffer more when they are already losing...

    wont somebody think of the humans ?!
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