Mapping principals etc . . .
humbaba
That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
<div class="IPBDescription">General mapping talk</div>Few things Ive thought about with mapping.
-COncerning the dilemma of maps having 1 level for commander purposes, this doesnt really apply to the aliens. Therefore, there is no reason the aliens cant have their own little "sewer system"(Power Cables, water pipes, Engine Housings, forest canopy?) Above or below the level. Its not like the commander needs to see that, or even should.
-Also, strategically, it might be interesting to have one or two areas that are out of the commanders influence by being on another level( a sublevel consisting entirely of caves or the trash compaction system in a ship). These areas could be condusive to marines, but would add a feeling of eeriness, knowing that the marines are cut off from HQ. This could also provide some tres bien ambush spots for aliens.
-Of course, they would have to be carefully balanced, the marines would need easily defensible positions just outside these "dead zones"
Its just a thought, give me some feedback or throw out some other totally unrelated ideas.
-COncerning the dilemma of maps having 1 level for commander purposes, this doesnt really apply to the aliens. Therefore, there is no reason the aliens cant have their own little "sewer system"(Power Cables, water pipes, Engine Housings, forest canopy?) Above or below the level. Its not like the commander needs to see that, or even should.
-Also, strategically, it might be interesting to have one or two areas that are out of the commanders influence by being on another level( a sublevel consisting entirely of caves or the trash compaction system in a ship). These areas could be condusive to marines, but would add a feeling of eeriness, knowing that the marines are cut off from HQ. This could also provide some tres bien ambush spots for aliens.
-Of course, they would have to be carefully balanced, the marines would need easily defensible positions just outside these "dead zones"
Its just a thought, give me some feedback or throw out some other totally unrelated ideas.
Comments
The Cave System: Whoa. I like. Though it'd be -really- against the mapping guidelines (Not exactly a shootable offence) you've presented it in a way that I really really like... play testing needed of course.
Isn't it amazing how often I disagree with myself. I'm sure that I fail all the position papers I turn in.
Maybe everything I say is irrelevant.
Either way, the gameplay would probably be the same, but you gotta look at this from a storyline point of view.
What would the story line 'intensity' have to do with how they performed? Besides, isn't it me in that marine suit? I determine how they act. And marines I would think would be -very- competitive anywho.
What would the story line 'intensity' have to do with how they performed?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Yeah, well, I guess you're right. Who needs an interesting background story anyways? All it does is detract from the gameplay. Right?
--Scythe--
the_only_scythe@yahoo.co.uk
But if you mean totally blacking out the area untill something is built there(i.e. camera tower,like you said) it would probably have to be coded in, but if you want something like a generator that the aliens can destroy, you could cover the sections that you want to black out with a func_wall_toggle and then toggle it when the genertor is broken/fixed.
Lotis: That one has already been thought of... not sure who's working on it, but I think someone might have volunteered. Or something like that.