Mission Goals Planned For Future Ns Maps

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  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--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_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 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?
  • RipzawRipzaw Join Date: 2004-05-09 Member: 28560Members
    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.
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    <!--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
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    <!--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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--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!!!
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--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...
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    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)
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    No offense but this is old news... I have a map that has alternative objectives already built into a co map before you even posted this thread.

    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.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    i love to see something like

    "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
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