Elevators? Do They Have A Place In An Ns Map?

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<div class="IPBDescription">yay or nay?</div> I know that elevators have been complained about in the past. Gorges can exploit them by building underneath them. Clanners don't like them slowing them down. However they can add a bit of atmosphere and realism to a map. At this point in the development of ns_shiva I have the opportunity to decide whether I want a greater degree of elevational changes by including elevators, or making everything more flat and leaving them out.

In your opinion, do elevators have a place in ns? If so, where should they be used, and how should they be constructed to minimize exploiting? What situations maximize their positive effect on gameplay?

Comments

  • 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
    If you add an elevator... well, you can do what everyone suggests, or add an alternative route leading to the same spot, or close to it...
  • KatarnKatarn Join Date: 2003-10-12 Member: 21626Members
    elevator can hurt structure

    u can give 1000 pts of domage
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Well, they should come with an alternative. For example, ns_bast marine start: it had ladders and an elevator. Most people used the ladders, of course. If there was just an elevator here, it would *really* slow the marines down.

    But then, ns_nothing uses alot of elevators and I think this works pretty well. They make good chokepoints (elevator + ocs + dcs = whole lotta fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->), and they're also very atmospheric. It makes sure that marines can't expand too fast. Kinda like a ground vent - the aliens can run through the vent like normal, but the marines would have to crouch and go slowly. So, if they're used right, they can be great, but if they are placed wrong (like without an alternative or just outside hives (cough ns_origin cough)) they can ruin a map.

    Just my opinions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i think BF is right. they're good to have, and alternatives to them are also good. someting to consider though, would be instead of having a ladder make the lifts like that of those in ns_nothing. you can get off the lift up to about half way up the length of travel. that way it won't slow down as much, but still provides that extra atmosphere and gameplay dynamic.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    Use func_door instead, they use much less entities and can damage buildings, also put a ladder or two near it so one can use that to...

    func_door config:
    angle: down
    speed: 75
    damage: 1000

    And ofcourse make things look as real as possible, but alsways keep the gameflow/play in mind.Thats why elevators need 1 or more ladders <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    An elevator should not be an obstacle just a nice extra. But this is also entirely dependant of the maplayout and chokepoints. Sometimes the mapper wants a nice chokepoints.

    And since this config uses damage (like it should). Just construct it so the Onos has enough space to move. The speed of 75 should stop Onos from being killed and even if they get killed its probably their own fault.

    Reason being. "oh I think I can still make i*CRUNCH* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> "
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Gorges can't block an elevator if they can't gain access to the shaft for building purposes. I designed the elevator in Co_Poseidon so that you couldn't get in unless the elevator was at your floor, and a similar design in a Classic map would prevent people from building at the base of the shaft.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin-ShdwStal+May 23 2004, 08:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 23 2004, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kouji San+May 23 2004, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 23 2004, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Reason being. "oh I think I can still make i*CRUNCH* <!--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-->
    Hahaha, this made me laugh out loud.

    Anyway, I kinda like Yamazaki's idea, that way no one could abuse it. Though it might be weird if there's this invisible wall infront of you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Who said anything about an invisible wall?

    The marine-spawn elevator in Co_Poseidon works like everyday freight elevators, if it's not on your floor there's a cage door blocking you. When the elevator moves to the next floor the door closes, and when it arrives at your floor the door opens. Simple.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Yamazaki+May 23 2004, 05:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ May 23 2004, 05:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ShdwStal+May 23 2004, 08:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 23 2004, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kouji San+May 23 2004, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 23 2004, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Reason being. "oh I think I can still make i*CRUNCH* <!--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-->
    Hahaha, this made me laugh out loud.

    Anyway, I kinda like Yamazaki's idea, that way no one could abuse it. Though it might be weird if there's this invisible wall infront of you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Who said anything about an invisible wall?

    The marine-spawn elevator in Co_Poseidon works like everyday freight elevators, if it's not on your floor there's a cage door blocking you. When the elevator moves to the next floor the door closes, and when it arrives at your floor the door opens. Simple. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh, haha. Sounds cool then.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i think elevators are needed they make the map seem more 3d without them the map would feel flat think realisticly if you make a base your bound to have 2-3 floors not just 1 flat one
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Kouji San+May 23 2004, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 23 2004, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Reason being. "oh I think I can still make i*CRUNCH* <!--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-->
    Hahaha, this made me laugh out loud.

    Anyway, I kinda like Yamazaki's idea, that way no one could abuse it. Though it might be weird if there's this invisible wall infront of you.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    edited May 2004
    <!--QuoteBegin-Yamazaki+May 23 2004, 06:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ May 23 2004, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The marine-spawn elevator in Co_Poseidon works like everyday freight elevators, if it's not on your floor there's a cage door blocking you. When the elevator moves to the next floor the door closes, and when it arrives at your floor the door opens. Simple.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I thought of doing that for my map the other day - I'll probably put it in if I decide on putting in some elevators (if I can work out how to do it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ). And, obviously, I'd put in a "maintenance access" ladder in the lift shaft to make it look more authnentic.

    I'd make the elevator doors sort of like real elevator doors in the sense that you can't see through them, just to heighten the fear factor (as in "What's going to be waiting for me when these elevator doors open?"). Could be interesting.

    (I'd really appreciate it if someone would tell me how to make an elevator with doors, given that I'm new to mapping for the Half-Life engine.)
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    Elevators are great AS LONG AS YOU AREN'T FORCED TO RIDE THEM. I hate ns_nothing for this reason. It is not atmospheric to have your game interrupted for 10 minutes while you wait for the slow **** elevator to take you down. As long as you can bypass the elevator by using a ladder or just jumping, I'm all for them.
  • Lord_MaldazzarLord_Maldazzar Join Date: 2003-11-01 Member: 22193Members
    hm.. just as its said above.. elevators should come with an alternative way. i personally used only one elevator on my map, which you dont have to wait for, if you wanna go down quick <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    problem with most elevators: aliens block them with chambers/etc. thats the reason y i just used one. try ladders/walkways instead
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Ron2K+May 26 2004, 09:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ May 26 2004, 09:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (I'd really appreciate it if someone would tell me how to make an elevator with doors, given that I'm new to mapping for the Half-Life engine.) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, it isn't really something for a newbie mapper to attempt... But basically, what you would need to do, is 3 func_trains (or 2 func_trains and 1 func_door, but I prefer just 3 func_trains). Then, you'd have to make the 2 func_trains (ie the doors) move to a center position, after that both the elevator and the doors move down, and then the doors move to the side again. On retrigger, the doors go back to the center of the elevator, then they go up along with the elevator. You get the idea.

    If you want me to write a detailed tutorial or something, PM me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    I was thinking more of two sets of doors, one on each level - but thanks anyway. I'll try it myself when I get home tonight. If I can't get it right, I'll take you up on your offer.

    (sorry for taking this thread o/t)
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