"Creep" mustn`t be like in starcraft

van_rusvan_rus Join Date: 2006-11-02 Member: 58238Members
<div class="IPBDescription">Not big solid carpet, but patches here and there</div>So, I just don`t think it would look very good if it covered the whole room. The mappers` texturing work would just waste under a layer of creep. It must look more like patches here and there. You know bacteria can travel by air, they don`t have to infest the room step by step. Creep can be still treated as continuous when gameplay is concerned. Or it could act like patches too.

Comments

  • DreidalDreidal Join Date: 2006-12-05 Member: 58915Members
    My idea of the infestation behaviour would be as follows:
    Starting at the main hive, the infestation should try to find the fastest way to the next resource nozzles in a thin line. Pretty much like a slime mold. Maybe only if there is already a khara resource tower build on that node. When arriving at the tower, the line could become bolder and slowly cover larger parts of the room until the next RT is build and it moves forward. In my opinion it should be able to cover up a hole room, as the marine team should be able to fight infestation with flamethrowers, grenades or maybe acid or something <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> .

    I think light armour marines should walk slower on infested ground but HA's should walk at the same speed. Khara should move faster and be more quiet. maybe motion tracking shouldn't work on infested areas. infestation should also be affected by sensory chambers.

    My first thoughts since i saw the dynamic infestation movie yesterday.
    I'm really impressed guys. You created the best mod HL1 has to offer and i'm sure this will become the best source-engine based game ever! Best wishes. <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
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