Multi-level maps
Shuvit_Viper
Join Date: 2002-01-25 Member: 62Members
<div class="IPBDescription">which the commander could see through</div>Thats something that I would like to see in NS2; multi-level maps. While my mapping skills are (<strike>next to</strike>) nothing, I don't know the validity of this claim, but couldn't it be done something like func_layer_#number_bottom and func_layer_#number_top or something, and code it so that the commander drops are made from the top and dropped to the bottom, then the commander could select which layer to drop to?
then everything above this could be named func_layer_#number_materia or something, and when the commander cycled down this would be made visible?
I have no clue if steam works this way (I should, I know and I will in the future) I think this would be a killer improvement. While NS is doing fine with the current solution ('feel' height differences), a 'perfect NS' or NS2 wouldn't have to have this solution, since the problem would be eliminated...
then everything above this could be named func_layer_#number_materia or something, and when the commander cycled down this would be made visible?
I have no clue if steam works this way (I should, I know and I will in the future) I think this would be a killer improvement. While NS is doing fine with the current solution ('feel' height differences), a 'perfect NS' or NS2 wouldn't have to have this solution, since the problem would be eliminated...
Comments
Steam is the delivery platform for all the games you download. Hammer\Source SDK is what you'd use to modify the game.
Steam is the delivery platform for all the games you download. Hammer\Source SDK is what you'd use to modify the game.
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You are right, but I'm tired and you know what I mean so its a little difference.
-> to Bozo: I think the biggest problem with multi levels is that the commander cannot drop items multi-level; if there is a platform on top of another it will always land on the top one.
-> to Bozo: I think the biggest problem with multi levels is that the commander cannot drop items multi-level; if there is a platform on top of another it will always land on the top one.
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Exactly. So the commander just zooms in past the top platform to drop stuff.
but guess what - you can make multi level maps, there are two ways.
Make a combat map - you can as many levels as you want as there is not comm.
you can trick the map to think there are multi levels if you are creative enough in your map design.
Use the scroll wheel to zoom in out, like ever other 3D RTS.