Elevators? Do They Have A Place In An Ns Map?
moultano
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?
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
u can give 1000 pts of domage
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-->
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--> "
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.
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.
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.
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.)
problem with most elevators: aliens block them with chambers/etc. thats the reason y i just used one. try ladders/walkways instead
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-->
(sorry for taking this thread o/t)