Outdoor Maps On Source?
[Deleted User]
Join Date: 2003-11-28 Member: 23688
<div class="IPBDescription">i know its early...</div> i know outdoor maps are generally frowned apon, but with source outdoor maps are really easy to make and look good(check my post in <a href='http://www.unknownworlds.com/forums/index.php?showtopic=95799&st=0' target='_blank'>offtopic</a>) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
it would be easy enough to make an outdoor co_ map or just a fun siege map, but im wondering is anyone thinking of trying to make a proper ns_ map with an outdoor setting?
i enjoy making outdoor maps and might give it a go, i would be tempted to make it a siege style map because it would be so much easier, but i would much rather try and make it for plain ol' ns_ <!--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-->
making it balanced is the hard part <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
it would be easy enough to make an outdoor co_ map or just a fun siege map, but im wondering is anyone thinking of trying to make a proper ns_ map with an outdoor setting?
i enjoy making outdoor maps and might give it a go, i would be tempted to make it a siege style map because it would be so much easier, but i would much rather try and make it for plain ol' ns_ <!--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-->
making it balanced is the hard part <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Comments
I think the key is to make the area more of a passthrough than a key game location. If the players venture outside, make the place that they reenter relatively close, with a view of a much larger area that they can enter if they want. This means that the combat would still be confined to a close quarters area, but it feels less claustrophobic. I personally can't wait to make maps equipped with 3d skyboxes and large picture windows. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It'd be hard to fit outdoor resource nodes within the backstory, so I would just make your outside areas connectors.
with it being a custom map, i wouldnt exactly be worried about making out door res nodes fit the story <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The idea was to have a facility buried within a section of rock. The gas on the planet is mildly toxic, but a large system of pumps and vents puts enough neutralizing aerosol into the area around the landing pad to keep the air breathable. A shuttle crashed during its autopilot landing sequence, carrying kharaa onboard. The shuttle buried itself through a section of the facility, so one of the entrances is from within the facility, and one of them is from the outside area in the swamp. The other hives are in secluded warm industrial portions of the facility. All of the floors of the crashed shuttle are at odd angles as the ship slowly sinks into the muck. (Not during the game =P) and swamp water is filling sections of it. The air starts to get toxic again the further you get from the facility, but in the distance through the green fog you can see enormous towering sinewly plants reaching up out of the gas into the sunlight hundreds of feet above. The planet's earth like sun filters through to the ground as a glowing spot amidst the gloom. The ground plants of the planet are twisted and gnarled, like vegetable vultures feeding on the decaying muck.
Inside the facility, the lights are as bright as the overloaded fusion power system can make them in a futile attempt to ward off the depression of the crew. The plant manufactures rare polymer forms essential for certain industries, that are plentiful on this planet, and fairly toxic until processed. Huge cargo freighters land on a monthly basis, as the only physical contact that the facility's small crew has with the rest of civilization.
With the 3d skyboxes, you could have a TSA ship off in the distance, that teleported the marines to their spawn points. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
and nice design for a map you have there. its my problem, im alright with hammer, but getting the level designed takes me soooo long
and nice design for a map you have there. its my problem, im alright with hammer, but getting the level designed takes me soooo long <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I was thinking that it would be in a low orbit above the facility, waiting to pick the troops back up if the mission is successful.
Uh, I'm pretty sure that you can have moving objects in the 3D skybox.
if you dont know that you can put moving objects in a skybox, you didnt play enough hl2, or you didnt bother to look at the citadel..
Example: My (younger) bro used a gravity entity to simulate the Allied troops parachuting down into the map (no, not like FireArms, which actually had it coded into the player attributes).
It's basically a brush-based entity that when you pass through, triggers a global entity which alters the gravity within a designated area. I don't think NS currently has the required entities available in its Mapping Tools.
It's certainly possible and completely down to the Dev team to put it in. Maybe it's down to us to suggest it in I&S, mind.
No, the devs removed the gravity entities because they messed up the commander or something. We probably won't see any gravity entities for NS, however it's possible that they will re-add them in NS:S.
But they "only" do a port-over at first, and then add all the new cool stuff..
Example: My (younger) bro used a gravity entity to simulate the Allied troops parachuting down into the map (no, not like FireArms, which actually had it coded into the player attributes).
It's basically a brush-based entity that when you pass through, triggers a global entity which alters the gravity within a designated area. I don't think NS currently has the required entities available in its Mapping Tools.
It's certainly possible and completely down to the Dev team to put it in. Maybe it's down to us to suggest it in I&S, mind. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
its called a trigger_push with the push direction set to push up. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I had this suspicion since I first played the "zombie village" chapter in hl2. there were some rocks at the church...
unfortunately its all the same again. and the list or errors you get when creating complex manipulated surfaces is as long as in hl1, too!
I had this suspicion since I first played the "zombie village" chapter in hl2. there were some rocks at the church...
unfortunately its all the same again. and the list or errors you get when creating complex manipulated surfaces is as long as in hl1, too! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Have you tried using <a href='http://developer.valvesoftware.com/wiki/Displacement' target='_blank'>Displacement surfaces?</a>
So yeah, this is to early, cause we know that the first release is probably a simple port with the current game mechanics. But never the less it would be interesting to see what clever ideas the devs can come up with to make outdoor areas a good option for NS. It would give NS even more dimensions for it's development...
and think of this, sure its open, but that means lerks/fades can have a field day. just because it has out door settings doesnt mean it has to big massive open spaces, it could set in valleys, open top caves etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Ah well time will tell...
[edit]
Come to think of it, I'm rather more interested how water and flooded rooms are going to play a roll on NS2. Water is just such a nice tool to use to create more atmopheric maps. Currently it just doesn't play a big roll due to marines unable to fire underwater, and the aliens not having their speed. A Skulk could for instance use it's wallclimbing underwater to gain speed, since he probably can't swim very well, being all skin and bones like that.
Remember that scene from Aliens ressurection, where they had to swim trough a few rooms (bad movie, cool scene).
Example: My (younger) bro used a gravity entity to simulate the Allied troops parachuting down into the map (no, not like FireArms, which actually had it coded into the player attributes).
It's basically a brush-based entity that when you pass through, triggers a global entity which alters the gravity within a designated area. I don't think NS currently has the required entities available in its Mapping Tools.
It's certainly possible and completely down to the Dev team to put it in. Maybe it's down to us to suggest it in I&S, mind. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
its called a trigger_push with the push direction set to push up. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, it's really not.
Even more so disadvantage the aliens because celerity lerks should have more accurate hitboxes.