Commander mode question...

JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
<div class="IPBDescription">Not coverd anywhere! i swear (think)!</div>How does commander mode work with multiple layer levels? Half Life IS 3D, but Commander mode is a top-down look. What if I have 2 levels right above each other, and I want to drop ammo on the bottom one? Is there a level focus feature similar to X-Com? Wasn't X-Com a great game? Too bad it hasn't had a worthy sequel.

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Not coverd anywhere! i swear (think)!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Heh, this has been talked about so many times, it's not even funny. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->


    There are no level over level areas in NS maps for this very reason.



    <!--EDIT|ken20banks|July 23 2002,23:00-->
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Uhhh... sorry. Thanks for answering though.  I've been lurking for a couple months now and I'd never seen the answer.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Heh, well I imagine it was mostly discussed in the mapping/ideas forums... I guess it wouldn't be totally obvious to look there. Whatever. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Good question, it's just been discussed to death along with suggestions on how to implement level over level stuff. The conclusion was that while the idea of having level over level maps may sound cool at first, it would really only have negative effects with more work for the developers and more confusion for the players.



    <!--EDIT|ken20banks|July 23 2002,23:14-->
  • Cork2Cork2 Join Date: 2002-07-10 Member: 905Banned
    we wouldn't want that now would we hehehe.
  • Raptor091288Raptor091288 Join Date: 2002-07-15 Member: 955Members, Reinforced - Shadow
    Who said anything about NOT wanting confusion? I'd LOOOVE to join a game and become commander just to give confusing orders to my marine minions, Then, Of course, Get voted out of commander mode or however that works, But, My job would be done, After-all, I caused confusion and suffering, I love doing that.

    About the layered-levels: No, It wouldn't be a good idea, It would cause more confusion then i could possible imagine causing in one whole day, And, It would make it too easy for the aliens, Since the commanders gotta watch 2 levels, And, Also give orders on 2 levels etc. so, No it shouldn't be in, Like you guys said, Been discussed to death, So no more talking about it, Period.
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    actually this is answered let me have sum time to dig it up
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    <a href="http://www.planethalflife.com/nsworld/MappingGuide/MappingGuide.ASP#Foreword" target="_blank">http://www.planethalflife.com/nsworld....oreword</a>

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Avoid like the plague  
    Their should be nowhere in the map that a marine can get to where the commander cannot see and click on him. This often means that you cannot have multiple floors, one over the other or hallways the crossover each other.

    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    u knwo this is so close that i could have edited.. but im too lazy
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    When was this updated, it says the command console entity is brush based and they changed that so they could use a standard CC design.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    That page is a little wrong, yes. In the MAIN of the level, a commander should alays have control ovr his marines. You may have little walkays overlapping and such tho, there is no problem with that.

    Some maps, although, set the commander height at a level where SOME vents go above him. This means the aliens can still sneak around some in som vents, and the commander cant try and build a turret in them or something silly <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    And in the same way, the any alien-only passages can still be below the commander height, but they can be made func_seethrough's so that it does not obstruct the commander's view.  And they should be nobuilds as well, so the commander can't build things in them <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
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