Multi-level maps

Shuvit_ViperShuvit_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...

Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->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...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Steam is the delivery platform for all the games you download. Hammer\Source SDK is what you'd use to modify the game.
  • BOZOBOZO Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
    edited June 2007
    If I understand your idea right wouldn't it just be easier, if not more practical, if the commander can just zoom in/out and rotate? Zombie Master does this..NS2 can too I suspect.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    <!--quoteo(post=1632533:date=Jun 8 2007, 11:18 PM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Jun 8 2007, 11:18 PM) [snapback]1632533[/snapback]</div><div class='quotemain'><!--quotec-->
    Steam is the delivery platform for all the games you download. Hammer\Source SDK is what you'd use to modify the game.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • BOZOBOZO Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
    <!--quoteo(post=1632543:date=Jun 8 2007, 05:00 PM:name=Shuvit_Viper)--><div class='quotetop'>QUOTE(Shuvit_Viper @ Jun 8 2007, 05:00 PM) [snapback]1632543[/snapback]</div><div class='quotemain'><!--quotec-->
    -> 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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly. So the commander just zooms in past the top platform to drop stuff.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    this has been suggested a few times, even by me once, but i've come to realise that perhaps multi level commanding is not such a good idea - too confusing.

    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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited June 2007
    Dropping structures wouldn't be a problem with multilevel maps if there was a system in place to null brushes that were above a certain vertical height in the commander's view screen. After that, just give the commander control over his z axis and your maps can be as multilevel as you like.

    Use the scroll wheel to zoom in out, like ever other 3D RTS.
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