Marines Defending

DictatorDictator Join Date: 2004-02-02 Member: 26005Members
<div class="IPBDescription">and aliens attacking</div> Is there a way to make marines the defenders and aliens the attackers in co? cuz I'm trying to make a "hold the line" map where marines have to defend a landing pad from all sides until evac. (layout would be MS in the middle and hives surrounding it, oh, and can you have multiple hives in co?)

Comments

  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    You'd have to code it I think. COuld be interesting if you incorporated a proper sort of map for it.
  • the_bERtthe_bERt Join Date: 2004-06-21 Member: 29436Members
    i guess if you code something you muse make a new mod, you would have to make the map so alien friendly, that the marines have no chance if they rush
    Try those { alien textures in some corridors and just dont make the rooms or corridors plain like the siege maps: Long corridor without cover = dead <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> farm
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    I kinda like this idea. It might work if planned and done properly. Remember thhat marines can't build in combat, so turret farming isn't going to be a issue. However, I think it would be very neat if marines had some pre-placed <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> s giving them slight advance. I don't think rushing marines would really be a problem if you managed to add 3 <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> s as aliens would have 3 places to spawn and so spawnkilling wouldn't maybe be too big an issue. However, I doubt there is at present a way to change combat's teamplay so that marines are defending, but I say I'm giving you my full "acceptance"(if that is what you seek <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ).
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    how should that be possible? after the time runs out the aliens win anyways! no need to rush.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--QuoteBegin-Lt.Gravity+Oct 8 2004, 06:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Oct 8 2004, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how should that be possible? after the time runs out the aliens win anyways! no need to rush. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think he thinking about reversing the 'Aliens Win' round default so the marines win by default. I dont know about this....
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited October 2004
    you wouldn't need three hive, just three sets of spawn points. Remember you don't spawn out of the hive, you spawn out of an spawn point selected by the mapper. So you could hide the hive, so marines can't attack it, but have alien spawn points around the map.
  • 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
    There's planned additional mapper features for alternative game modes. It was posted in the ns.org frontpage some time ago... We just have to wait <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    I was working on a dustbowl type map for a while, with dynamic spawns and all, but once it hit around 2000 ents for 2 of the 5 rooms I desided it was not gonna be completed =/
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited October 2004
    <!--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-->you wouldn't need three hive, just three sets of spawn points.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hehe, I dunno what I was thinking. Btw. Does it really matter if one did add 3 <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> s in a combat map, wouldn't that work? (just curious)
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    @perso:It wouldn't matter because in co, you don't get upg's based on the number of hives, but by experience. It's a completely different system used in co.

    @R-32: I like your idea for that type of map.. I would go with the turretes and a tf at the front line (maybe 6 or 7 turrets) unbuilt, so the marines at the start of the round would still have to build them.. Just an idea.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2004
    I'd say enclose the tfacts or have em hidden so it'd be like <b>Aliens</b>. It's be better having to take out turret by turret. It would really eliminate spawn camping as well. I'm just imagining a line of rines waiting, waiting....

    4 skulks come round the corner, a lerk spores and umbras while the skulks are mid-leap. It'd be ace!

    You just need to map it so that the Marines couldn't rush too easily.
    - Dark corridors/nooks/crannies
    - Some corridors have ramps sloping down towards MS
    - Corridors that have large Alien entry points from above (only accessible by JPers)

    I'm looking forward to hearing whether it'll work...
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    YES!

    Kobayashi, the Aliens feel is exactly what I'm trying to get. If possible, it'd be so fun and frantic defending against hordes of aliens from all directions with hmgs and lmgs that you won't be able to resist dropping lines from Aliens:

    "Lets Rockkk!!!! -Vasquez"
    "Check those corners! - Apone"
    "I got readings in front and behind! - Hudson"
    "Keep in tight people.... - Apone"
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    <!--QuoteBegin-Mendasp+Oct 8 2004, 06:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Oct 8 2004, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's planned additional mapper features for alternative game modes. It was posted in the ns.org frontpage some time ago... We just have to wait <!--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-->
    just have to bug the devs you mean ? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • AfrAfr Join Date: 2003-05-13 Member: 16240Members, Reinforced - Shadow
    You can make it so that only aliens can get to the place from the hive so that marines cant reach the hive at the start. So after defending for 10min you set the timer for a door to open and they can move on.

    Or something like that.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    <!--QuoteBegin-R-32+Oct 8 2004, 09:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R-32 @ Oct 8 2004, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "Lets Rockkk!!!! -Vasquez"
    "Check those corners! - Apone"
    "I got readings in front and behind! - Hudson"
    "Keep in tight people.... - Apone" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And, more importantly:

    "Vasquez, did anyone ever mistake you for a man?" - Hudson
    "No, how about you?" - Vasquez
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Afr+Oct 9 2004, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Afr @ Oct 9 2004, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can make it so that only aliens can get to the place from the hive so that marines cant reach the hive at the start. So after defending for 10min you set the timer for a door to open and they can move on.

    Or something like that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    to make the idea clearer (I hope I get it right):

    you could create a marinestart where the hive is just around the corner but the way is blocked by a door. after some time this doors will open and BOOM! lets see what happens when marines move on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> but one problem would be the fact that this time could be anything. make it 9 minutes so the players have 1 minute to reach the hive or they will lose. but german server for example dont even feature the 10 minutes mark anymore, most players like 20 - 30 minutes games, dont ask me why. so... I dont know. do we really need this? its just to complicated <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    well.. marines as defenders works... half way..

    with the info_gameplay you can set the team one to alien and team two to human.
    when you launch the game then the marines will be the defenders, and the aliens the attacks. at least as it is said in the HUD. But when the time runs out, the aliens will win, so that part is not working properly.

    about the three hives or cc's.. well
    multiple cc's work, but not for hives. If you have multiple hives, only one hive will be chosen randomly, the other ones will be shown as the ns like hive build spots.
  • td_alakadtd_alakad Join Date: 2004-09-23 Member: 31886Members
    edited October 2004
    I always thought it would be cool to have a sort of a 'survival' game mode. Where you only spawn once and the marines have to work together to escape from the facility that they're stuck in with the deadly aliens. Reach the escape pods or something. But along the way they have to attain goals such as perhaps having to override the security lock-out on the cargo bay doors, returning main power to the engine, accessing the computer to activate back-up power systems/security systems.

    Y'know, basically what happens exactly when the Kharaa first appear inside the facility, before the TSA arrives to tear 'em apart and after everyone is already dead or escaped.

    Very Alienesque. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Maybe not so they only live once, that would just turn into the Counter-Strike round system, which works for CS but not for NS methinks.

    Instead maybe have the first 'checkpoint' being to reach a not-so-distant IP. Then you'd have 1 IP for a whole team for the rest of the round (have to make the IP invincible though). Then you could have subsequent checkpoints in either a linear (dustbowl-style) of non-linear ('rines split up into squads to do things more quickly, or stay together to minimise losses) fashion.

    For the aliens (or for both teams) you could give each team a Firearms-esque finite spawnlimit. When only the last few players are left the game would take on a cat-and-mouse gameplay. But then again, can you do that with the NS round system?

    Hope Chazza's listnin'
  • td_alakadtd_alakad Join Date: 2004-09-23 Member: 31886Members
    edited October 2004
    Well, the thing is that it's supposed to create atmosphere and be sort of like a 'team-work builder'. The Marines would have to be given some kind of huge advantage obviously, but only if they work as a team. Perhaps Resupply and Welders or perhaps just an armory in the base, or another area to access might be the local ship/facility's armory for additional guns and med pack supply. Or maybe another security lock-out to override to get into sick bay to access the medical supplies.

    And it's supposed to be before the TSA arrives on the scene, so IPs wouldn't really exist yet, right? IPs don't spawn the same person in. They spawn reinforcements in ... From the TSA.

    Well, that's just my opinion on how it should work.

    I realize that it would be boring for those who die early but it would deffinitely encourage team work. You work together, or you die together.

    For once, I'd just like to see a gameplay mode that praises team-work over raw skill (unlike the combat mode) and creates, perhaps, a uniquely scary atmosphere knowing that you only die once.
  • AnpheusAnpheus Join Date: 2004-09-30 Member: 32013Members
    Any of you guys ever role play The Specialists mod?

    There's a scenario called Zombie, human players can use any weapon, zombies can only use melee (there's the katana, seal knife, combat knife, and kung fu). When a human dies he becomes a zombie.


    That would be a cool game. Because then it's last-human-standing.


    Presumably all the humans would start in a room with weapons, jetpacks, and heavy armor laying on the ground, and full armor/weapon enhancements, from there a teleporter takes them to various spots in the map.


    Additionally, it would be best if Aliens were limited to just Lerks & Skulks, because when a human party is split up it's way too easy for a Fade or Onos to rip them apart.
  • td_alakadtd_alakad Join Date: 2004-09-23 Member: 31886Members
    edited October 2004
    Well of course they would all be skulks. We're talking before the TSA arrives. By the time they arrive, there's only one hive and a handful of skulks who are only there to respond to the threat near-by Humans and to fight for resource domination and survival. It's not until the TSA arrives and the threat escalates that the Kharaa spend additional resources for higher life-forms. The skulks would have no upgrades, and only one hive, whereas the marines would likely start with LMGs and no upgrades. Then, according to their discretion, they can unlock certain upgrades or advantageous areas locked down within the facility, or attempt to escape as they are.

    There would deffinitely have to be a slower respawn rate on the skulks aswell. There's only one hive so that already slows it down a bit, but slowing it down farther, because perhaps the hive is young, or doesn't have enough resources to withstand the strain of constantly spawning skulks at a rate seen in normal NS games. Maybe a hive pool of res. Each skulk that dies costs 2 res to respawn. The hive has one res tower nearby, so every 8 seconds one skulk can respawn. If the entire team dies often (and they likely will) then it will take a very long time to respawn and be very costly. So that would also encourage Alien teamwork aswell. The less they die, the more the hive can pool it's res until it reaches 100 which means that in case of an emergency, they can all spawn in quickly. The more they die, the longer their respawn is. If the hive only has 2 res and 5 skulks die, it's going to be a very long time for them all to spawn in, which may also cause a bit of chaos if the first skulk to spawn isn't willing to wait for his teammates.

    Maybe this should be in the Ideas and Suggestions forum, I can't help but feel that we've hijacked this thread <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Well, maybe he can benefit from the suggestions.
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