Could This Be True?

WolvWolv Join Date: 2002-01-25 Member: 56Members
<div class="IPBDescription">pre-placed structures</div> From the <a href='http://www.natural-selection.org/ns_home.html' target='_blank'>NS front-page</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-->
<b>New NS gameplay</b>
the ability for mappers to pre-place structures in maps<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Now it seems as if that would also work in regular maps, since it is mentioned in the gameplay section, not the combat section. I see a new variety of "fun" maps emerging already.

Comments

  • QwertyQwerty Join Date: 2003-06-30 Member: 17817Members
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    AFAIK you will be able to make objective based maps to some degree, e.g. a combat map where marines must weld open an area near the alien hive to reveal 5 unbuilt sieges, at which point the marines would have to build it, you can put phase gates, alien structures, its very cool.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Yes, this is quite true. Also, you may just get even more control over your maps in an upcoming NS release.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    <!--QuoteBegin--Wolv+Nov 27 2003, 03:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Nov 27 2003, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> From the <a href='http://www.natural-selection.org/ns_home.html' target='_blank'>NS front-page</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-->
    <b>New NS gameplay</b>
    the ability for mappers to pre-place structures in maps<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Now it seems as if that would also work in regular maps, since it is mentioned in the gameplay section, not the combat section. I see a new variety of "fun" maps emerging already. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    rock on. this would be perfect for that investigation scenario.. where humans go to investigate signs of life @ a hive location. In game the hive would always be there, or some sort of marker as to not spoil the backstory.

    Definitely this feature will allow for scenario maps.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    you can download it right now by the way, its in the mapping guidelines under "NS:Combat"


    <a href='http://natural-selection.org/Mapping_Guidelines.html#Appendix_C__Natural_Selection__Combat' target='_blank'>http://natural-selection.org/Mapping_Guide...lection__Combat</a>
  • Cartman2beCartman2be Join Date: 2003-09-21 Member: 21103Members
    Great !!! Now i just have to learn how to map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    I do believe this will start a whole new thing in NS maps...
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I was planning on doing this for co_dawn, i may still, but they will be non-working. It's nice to have the entity support for doing it though, i can forsee more inventive maps now, which should be a nice refreshing change.

    As norn has already mentioned, the new 3.0 .fgd is available on the mapping guidelines.

    One word of advice, the "Start built" flag, i never spotted this before, but it's a new addition. With the CC you *must* set the flag on, otherwise the CC isn't built and the marines instantly lose, basically. Be wary of which structures you want to start built using this flag. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    OMG this thang is just sah-weet!!

    Then maybe we can build fort, type of maps and other stuff....possibilities are close to endless <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Ashaman_JoeAshaman_Joe Join Date: 2003-11-11 Member: 22559Members, Constellation
    A combat map where marines have armories/phasegates spread around, while aliens have a upgrade chamber network. Turrets waiting for a turret factory in Classic mode. I see... great fun in upcomming maps.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    FINALLY we will be able to creae more cineatic situations... like it was praised since the first mapping guide...
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    I'm really looking forward to the different ways this can be used, it will create much more game depth if used right IMHO.
  • JemmeJemme Join Date: 2003-10-15 Member: 21698Members
    <!--QuoteBegin--esuna+Nov 27 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Nov 27 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As norn has already mentioned, the new 3.0 .fgd is available on the mapping guidelines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Is that the .fgd thats going to be used for 3.0 ??
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    I think but i just downloaded it but it had the exact same filesize as the 2.0 one ô_Ô
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Jemme+Nov 27 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jemme @ Nov 27 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--esuna+Nov 27 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Nov 27 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As norn has already mentioned, the new 3.0 .fgd is available on the mapping guidelines. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Is that the .fgd thats going to be used for 3.0 ?? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well it's the .fgd to be used for NS:C maps, so yes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And bring the .fgd up in hammer, there's a great number of new entities
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    wouldn't not checking the "starts built" flag be a way to give the marines an option in choosing their base? It would make for larger maps, but that and each one killtargeting the other onbuild would make it possible to give the marines a choice in which base they build.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    edited November 2003
    I'm thinking that uncrating unbuilt structures (with the welder!) would be hella cool...

    Say a crated up armoury in MS or a couple boxes with a TF and Siege next to(or inside!) the hive room...

    edit:

    And after thinking a bit more, going to the alien side...

    Perhaps a sample of alien structures was crated up. Some OC's inside the MS and after enough damage, the crate breaks and OC's are attacking the marines! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (I'm thinking some fun could be had here...)
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Putting an armory inside MS which you need to weld to... You sure are evil.
    Unless of course you'd put a welder somewhere halfway through the level. See if a marine is brave enough to retrieve it, while half the alien team tries to kill him. Maybe not such a bad idea after all, assuming the placeable weapons also work.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Ummm... yeahhhhhhhhhh...

    That's what I meant! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • AfrAfr Join Date: 2003-05-13 Member: 16240Members, Reinforced - Shadow
    There are already phase gates in some, or is it one? ns combat map..

    but im not sure its a structure, or just a model since tha aliens can use it to

    Maybe he just used the model?
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Reese+Nov 28 2003, 06:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Nov 28 2003, 06:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wouldn't not checking the "starts built" flag be a way to give the marines an option in choosing their base? It would make for larger maps, but that and each one killtargeting the other onbuild would make it possible to give the marines a choice in which base they build. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes and no, but forcing players to make that choice each round and THEN putting them behind schedule because they've got to build a CC is a bit unfair, you'd have skulks all over you before the CC was built, let alone IPs.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Possible scenario:

    Marines spawn in a T-junction leading from a docked shuttle of some sort. Each of the corridors leading fromt he junction would have a coloured lightning, so that the marines can say "blue" or "green" fast.

    Each of these short corridors end in a door, and opening one of these doors will result in the other corridor (or the other Marine Start) from collapsing and being sealed off due to a meteor impact. (Of course, a cool female voice saying "Warning: Impact detected. Hull breach. Reception bay sealed off." as the entire junction changes colour to red would add to the atmosphere.)

    When the marines are in either Reception bay A or B (in lack of other names), they see a built CC, an unbuilt IP and an unbuilt rt (add/remove build/unbuild to balance as needed), and they are good to go.

    Reception bay A and B wouldn't have to be far from eachother, but would be open to dominate different pars of the map. It could lead to some interesting games.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Hmm, one thing i'm unsure of as far as the pre-placed structures go. I think they will be able to be recycled, i mean, i don't see why they couldn't. This also gives the marines the option to just recycle what they want from the start, putting their res higher. This also includes any second CC and so on. This is just a bit unfair too, =/
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Can't you trigger structure destruction as they enter one of the areas, so that they would not be able to get in the CC in time to recycle the other MS? And if not, won't a trigger_hurt do the same?

    But as you've stated, it can go both ways. But I'm sure some playtesting on a map will reveal major imbalances, and you can balance them off by removing a structure or adding one.

    Also, if the T-junction in my possible scenario wasn't that big, the marine starts could consist of just a built CC.

    I think it's very possible to make this kind of map balanced enough for normal play, and it would be very cool. Don't say you don't want it, esuna, I can see you drooling even from the other side of the screen <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Oh well, I wish I had mapping experience or time enough to get it, so that I could try something like this myself.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I've just had a totally sweet idea for something, and i'm gonna give it a try in a few minutes.

    Basically, you have a little hatch on the floor which is weldable. You weld it, the hatch opens then a little elevator comes up, carrying an armoury. Because of the hatch and weldable sign you wont be able to click on the armoury in commander mode, getting around that problem and creating a cool little thing.

    I'm gonna give it a try using a cycler for the armoury just to see if it works. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    Heres an idea for you guys. How about creating a complete and unbuildable marine base as one of the hiverooms? Have them all dim and broken looking (sparks maybe?) and have the rest of the room completely infested. Basically, it only serves as decoration to the level, but I think it would look really spooky. It is like there has been a previous search and destroy team who have came and lost to the Kharaa.
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    <!--QuoteBegin--Umbraed Monkey+Nov 28 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Nov 28 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heres an idea for you guys. How about creating a complete and unbuildable marine base as one of the hiverooms? Have them all dim and broken looking (sparks maybe?) and have the rest of the room completely infested. Basically, it only serves as decoration to the level, but I think it would look really spooky. It is like there has been a previous search and destroy team who have came and lost to the Kharaa. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you sir, are a genius

    you'd probably not want to make them actual structures, just use the models, but damn that'd be cool.
  • Bo_SelectaBo_Selecta Join Date: 2002-11-19 Member: 9374Members, Constellation
    edited November 2003
    rts games usually have a few 'find (rush to) the abandoned base' missions. Would it be possible to make ns maps like that? And maybe give the 'rines tech that they can't have when they only have the original base?

    some map-specific things/objectives to spice up 'normal' gameplay would be nice.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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