<!--QuoteBegin-Some tall guy+Aug 4 2004, 09:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Aug 4 2004, 09:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was thinking we could have almost any kind of scenario if we have a simple set of entities and some small changes to the ones we currently have.
[...] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> We would need team detection too in the triggers like multiple, presence... etc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2004
<!--QuoteBegin-Swiftspear+Aug 3 2004, 06:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Aug 3 2004, 06:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ::Souls Idea::<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Much like some capture the flag points in DOD? How about making capture points, like in DOD, where you need at least 2 or 3 people to hold a point for X amount of time. If marines hold this, a comm chair is dropped, marines then spawn from this point and are closer to the hive, aliens would have 2 comm chairs to destroy, giving them a disadvantage, likewise if the aliens capture the point, a hive is put up, that encourages the aliens forward. You would have to limit it to 3 capture points to a map, but it would be great fun, imho.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
actually its not half bad... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thankyou Swiftspear. I liked it myself! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> and would really enjoy playing it, HINT HINT.
Just a question, does anyone know how to make game developments like this?
Just had another thought on the survival thing... 10 or 20 hp per skulk... Since there's going to be loads of them why give them full hp? would just make it impossible once 1 or 2 got throgh. But on reload someone would have to do cover fire. Same with Rines. 10 or 20 hp per marine.
<!--QuoteBegin-Mendasp+Aug 4 2004, 03:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 4 2004, 03:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Some tall guy+Aug 4 2004, 09:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Aug 4 2004, 09:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was thinking we could have almost any kind of scenario if we have a simple set of entities and some small changes to the ones we currently have.
[...] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> We would need team detection too in the triggers like multiple, presence... etc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> There is one in right now =/
But I think we need ent hierarchy, so ents can stack and follow, like movible spawns
<!--QuoteBegin-Hibame+Aug 4 2004, 01:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hibame @ Aug 4 2004, 01:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But I think we need ent hierarchy, so ents can stack and follow, like movible spawns <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ...and buttons that actually move WITH an elevator, instead of having to make a complicated workaround... yes ent hierarchy would rock.
<!--QuoteBegin-Some tall guy+Aug 4 2004, 02:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Aug 4 2004, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was thinking we could have almost any kind of scenario if we have a simple set of entities and some small changes to the ones we currently have.
trigger_team_win: when triggered, team 1 or team 2 wins weapons_: a weapon that you can pick up (lmg, hmg, sg, gl..) item_: an item you can pick up (HA, JP..) team_lives: defines how many lives each player has on what team team_income: gives a team a rate at which they gain resources trigger_spawn: changes the location at which players would spawn (this could be used in some kind of territory advancement map where one team gets pushed back and back, some kind of option would have to be added into the team spawns such as a # that would correspond to the trigger_spawn) team_spawnrate: defines the spawn rate of a team team_res: defines how much res a team starts with info_gameplay (change): add an option so that commanders cannot build or drop equipment info_gameplay (change): add an option defining what level the aliens start at, and the cap (1 hive, 2 hives, 3 hives) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> NS UMS maps for the win. Scenerio maps would pwnage all boneages!!!
<!--QuoteBegin-CaptainPanaka+Aug 3 2004, 11:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Aug 3 2004, 11:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "Reconquer the facility": Marines are dropt into the mission by some dropship and they have to fight there way to the cc. There they need to set up their base and and fortify it, and later recapture certain points of the facility sector by sector. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I thought about this earlier on, when you read the first posts of te "ns_source" thread you would notice a similar idea. I thought about forcing the marines to move to their base, surviving the route but there had been a bunch of problems even before I got to playtest the first playable version. one problem had been the alien-movement blocker, so aliens cant rush the mraines to death, because a skilled alienteam would be able to, no matter what. so you have to block the movement for an amount of time. but what should the alienplaysers do instead? the problem is the sp vs mp nature. things that work fine in sp arent fun enough for mp, things that work in mp maybe little too boring for sp.
some day I will sit down and think about this litle deeper. maye when we got ns for hl2 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> when new ideas are needed...
yep... that's also what I thought... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Best solution would be making the "1st critters" AI-controlled... (until the marines get to base)
"marines must activate a number of generators scaterd around the map when all are active it gas's the only hive the aliens only counter is to kill the CC co style
Comments
[...] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We would need team detection too in the triggers like multiple, presence... etc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
actually its not half bad... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thankyou Swiftspear. I liked it myself! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> and would really enjoy playing it, HINT HINT.
Just a question, does anyone know how to make game developments like this?
[...] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
We would need team detection too in the triggers like multiple, presence... etc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
There is one in right now =/
But I think we need ent hierarchy, so ents can stack and follow, like movible spawns
...and buttons that actually move WITH an elevator, instead of having to make a complicated workaround... yes ent hierarchy would rock.
trigger_team_win: when triggered, team 1 or team 2 wins
weapons_: a weapon that you can pick up (lmg, hmg, sg, gl..)
item_: an item you can pick up (HA, JP..)
team_lives: defines how many lives each player has on what team
team_income: gives a team a rate at which they gain resources
trigger_spawn: changes the location at which players would spawn (this could be used in some kind of territory advancement map where one team gets pushed back and back, some kind of option would have to be added into the team spawns such as a # that would correspond to the trigger_spawn)
team_spawnrate: defines the spawn rate of a team
team_res: defines how much res a team starts with
info_gameplay (change): add an option so that commanders cannot build or drop equipment
info_gameplay (change): add an option defining what level the aliens start at, and the cap (1 hive, 2 hives, 3 hives) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
NS UMS maps for the win. Scenerio maps would pwnage all boneages!!!
Marines are dropt into the mission by some dropship and they have to fight there way to the cc. There they need to set up their base and and fortify it, and later recapture certain points of the facility sector by sector. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I thought about this earlier on, when you read the first posts of te "ns_source" thread you would notice a similar idea.
I thought about forcing the marines to move to their base, surviving the route but there had been a bunch of problems even before I got to playtest the first playable version.
one problem had been the alien-movement blocker, so aliens cant rush the mraines to death, because a skilled alienteam would be able to, no matter what. so you have to block the movement for an amount of time. but what should the alienplaysers do instead? the problem is the sp vs mp nature. things that work fine in sp arent fun enough for mp, things that work in mp maybe little too boring for sp.
some day I will sit down and think about this litle deeper. maye when we got ns for hl2 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> when new ideas are needed...
Best solution would be making the "1st critters" AI-controlled... (until the marines get to base)
it is called co_podrush and it can be played on all NS severs @ marks-servers.com
secondary objective is to get to an escape pod which marines can load nuclear material into and nuke the hive with it.
I also have a hold the capture the flag map in progress (in alpha) that will be release soon based on co map play.
"marines must activate a number of generators scaterd around the map
when all are active it gas's the only hive
the aliens only counter is to kill the CC co style
tho thats probly undo'able unless it was coded