Could This Be True?
Wolv
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.
<!--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
<!--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.
<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>
I do believe this will start a whole new thing in NS maps...
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-->
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-->
Is that the .fgd thats going to be used for 3.0 ??
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
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...)
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.
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-->
but im not sure its a structure, or just a model since tha aliens can use it to
Maybe he just used the model?
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.
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.
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.
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-->
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.
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-->