Physics Manipulation

RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
<div class="IPBDescription">As a Marine Tech Tree</div>The paradigm behind the marine tech trees seems to split into 2 categories, one with the Observatory being the "scout" tree, existing to use reconnaisance and fast macro map control to win games, with the other being a "brute force" tree, which focuses on placing a great deal of pressure on consecutive micro points in the map to achieve a desired objective.

Of course p* (meaning here, an optimal mix of the two trees) is inevitable in any good game, and I wouldn't have it any other way, so the trees do combine together at times, which in my opinion makes gameplay all the more interesting.

The tech trees up to this point have been completely player-centric, whether their purpose was to teleport players, make players harder to kill, make it easier to kill other players, etc. This is because the engine left much of the ambient environment static and unmanipulable. Because NS2 is being developed on the Source engine, that restriction is no longer in place, so I believe that these paradigms can be expanded upon in new ways.

<!--coloro:lime--><span style="color:lime"><!--/coloro-->What<!--colorc--></span><!--/colorc--> I'm suggesting here is a new tech tree based on controlling an <i>environment</i> vs controlling a <i>player</i>. This is (of course) as NS is a fundamentally deathmatch style game, a level of indirection into controlling the opposing team, but I believe that it could very well be a positive element of gameplay.

The tree would be based on a Physics Lab object which parallels the Observatory and Arms Lab in tech speed, and would have aspects such as:

<b><!--coloro:blue--><span style="color:blue"><!--/coloro-->1.<!--colorc--></span><!--/colorc--></b> Gravity Manipulation (Physics Lab)
Where higher levels of the upgrade would allow stronger forces to be generated by weapons (ie a gravity gun) or other manipulation systems in game.

<b><!--coloro:blue--><span style="color:blue"><!--/coloro-->2.<!--colorc--></span><!--/colorc--></b> Prop Control (Physics Lab + AA)
Consider for example a terrible machine that can lift and throw cargo crates, or a heavy-style suit ala Alien that specializes in controlling alien positioning, rather than actually killing a player.

<b><!--coloro:blue--><span style="color:blue"><!--/coloro-->3.<!--colorc--></span><!--/colorc--></b> Marine Flight (Physics Lab + Proto Lab + AA)
Marine and alien flight would be tremendously different. While a lerk flaps to remain aloft, marine flight would base itself on magnetics, therefore marines would excel at remaining aloft for long periods of time in one place, and moving slowly (such as over a lava pit whose tram had been demolished by an onos). Marines on the other hand would not have even a fraction of a lerk's mobility, and flight (which can really be described better as magnetic levitation) would come as a costly and risky maneuver.

These are only non-playtested examples of course, and you could base a tremendous amount of different gameplay aspects on a theme like this. It would definitely need testing, but I think it's a reasonable suggestion that would most likely improve the overall experience of NS2.
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Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I thought you were going to go one way with this, but you ended up going another. IMO, a gravity gun wouldn't really fit NS2, it's too iconic of HL2. Other forms of manual prop manipulation maybe. Something like what was discussed in the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102107" target="_blank">barricade thread</a>, but I don't think that really needs its own tech branch.

    I think I understand where you're coming from, NS2 will need more tech to increase it's depth IMO, but this doesn't seem like 'it' to me.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Barricades aren't what I'm suggesting here. At the very most you would have access points like the weldable in the center of the map on Caged that could be moved a little or a lot once marines researched enough tech to break through it. Creating choke points in map flow is a vital element for some maps that NS has used a fair amount already.

    Additionally, to the criticism of the gravity gun not "feeling right" for NS2, you could, with any amount of imagination at all, implement a little 2 foot robot that follows you around when you pick it up, and moves things out of your way, instead of having a gravity gun.

    My purpose is not in implementing a specific item per se, but in a new tech tree to increase the depth of NS2's commanding experience. The applications, as I mentioned before, are mutable.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I know you weren't suggesting barricades but when do you need to pick things up? Whether it's using a gun, robot, or your own virtual hands, when would marines/kharaa want to move a soda can, a piece of metal, a broken monitor, a crate, a stack of barrels, whatever? Controlling the environment is supposed to be accomplished through DI and welding. IMO we should try expand on this idea before moving to physics based puzzles. Maybe this is where your progression of tech could come in; some weldables require a higher level of welding from a "repair bay" before they can be accessed.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    will the phyiscs lab upgrade be only available to players with an Ageix physX card?

    sorry couldn't help it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />


    seriously thought, I reall hope ns2 has some good use with physics, and I hope that there are like 4 trees a comm can take, and not to mention combine for some fun game play options

    maybe something like
    scout/fast tree
    brute force tree
    physics tree
    station control tree (using the stations camera's doors, lifts etc)
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Never thought of this before. Sounds cool. So you could manipulate gravity like affecting sv_gravity? What about slowing down time? Or getting rid of friction?

    "Quick, throw your reverse gravity grenade to trap the onos in the raised ceiling!"
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1675586:date=Apr 11 2008, 01:09 PM:name=juice)--><div class='quotetop'>QUOTE(juice @ Apr 11 2008, 01:09 PM) <a href="index.php?act=findpost&pid=1675586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Never thought of this before. Sounds cool. So you could manipulate gravity like affecting sv_gravity? What about slowing down time? Or getting rid of friction?

    "Quick, throw your reverse gravity grenade to trap the onos in the raised ceiling!"<!--QuoteEnd--></div><!--QuoteEEnd-->

    haha thats awesome though!
    most of the time i dislike the idea of freeze grenades, fire grenades, that kind of thing. I would rather just kill something with a normal grenade.

    however throwing a grenade like that at an onos is fantastic, probably not so good against skulks , but against onos, it would be very useful
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    edited April 2008
    im all for increased environmental interaction. A tech tree that improves players/comms ability to interact with the station sounds uber cool.

    a weapon or tool that could greatly increase or decrease gravity would be interesting - allow everything to float or be unable to jump at either end of the spectrum.

    Does one remember the marine bonus level in AVP1 onboard gateway. They made gravity rotate around as if the station was spinning out of control - this kind of effect would be wicked but i imagine hard to pull off in a multiplayer game
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1675602:date=Apr 11 2008, 06:50 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Apr 11 2008, 06:50 AM) <a href="index.php?act=findpost&pid=1675602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->haha thats awesome though!
    most of the time i dislike the idea of freeze grenades, fire grenades, that kind of thing. I would rather just kill something with a normal grenade.

    however throwing a grenade like that at an onos is fantastic, probably not so good against skulks , but against onos, it would be very useful<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not to mention imagine the movement capability.

    Jetpack room in Siege_007 would no longer require jet packs to get up... <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    I dont like the idea of marines having very slow flying speed though... would make them sitting ducks.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    The main thing I would be concerned about with something like this is the potential to nerf alien movement unfairly. Most of the skill of playing alien comes from being able to move around, and if these effects are too powerful, it would make aliens unfun to play. Something that locked a fade in place, for example, would be completely stupid. Unless it was context dependent... like the onos trapped at the certain spot in the ceiling with my anti-gravity grenade. If the onos has to weigh the possibility of getting trapped by going a certain route against the advantage it confers then that would be fine.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    For clarification: The last thing I'd want to suggest is a way to disable another player's movement with no outs for that player (stomp has many outs). That's one of the least fun things you can do to a game, and one of the fastest ways to kill it.

    Not to mention that killing a single alien lifeform can turn a good game of ns on its head.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    The commander should be able to influence the gravity of a map, flipping it (imagine having a battle in one room, then having the gravity flipped and suddenly fighting that same battle on the ceiling) or turning it off completely. Also, researchable magnetic boots for marines.

    Maps should be designed with no set top or bottom, because I'm sure thats how spaceships would be designed.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited April 2008
    I always thought that one way marines could expand their tech tree for the Commander to be using would be the software side of things, the end result being different User Interface looks, tracking targeting reticules, and "Zombie Master" like map manipulations, which would be physical as the enviroment unexpectedly turns on the Kharaa or changes in some way to benefit the marines - in story terms, the Commander would be hacking the map's grid, upgrading their software programs, and so on to deal with the Kharaa threat in ways that original inhabitants of the setting hadn't intended.

    Physics related, wouldn't the extent of that be welding map objects, such as doors? Would that need research into a tech tree?

    If anything would be fun with more physics, I imagine the Kharaa would have fun with it, especially the Onos busting through stuff or sending stuff flying at the marines - sorta like that big bug in HL2.

    Or maybe I am just misunderstanding what is meant by physics, marines and their tech? When I think physics, I think of one object impacting another ... acceleration, time, speed, momentum, friction... Unless we want the marines to start using more quantum physics, perhaps a singularity weapon? Rail guns? Probability fields? You know, beyond the current "Star Trek" teleporting, unless we want to see if the marines start using event horizon portals instead - you know, like Portal but it could be like a doorway structure or a Stargate SG1 thing instead of the 'gun'.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1675711:date=Apr 14 2008, 02:26 AM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Apr 14 2008, 02:26 AM) <a href="index.php?act=findpost&pid=1675711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The commander should be able to influence the gravity of a map, flipping it (imagine having a battle in one room, then having the gravity flipped and suddenly fighting that same battle on the ceiling) or turning it off completely. Also, researchable magnetic boots for marines.

    Maps should be designed with no set top or bottom, because I'm sure thats how spaceships would be designed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that would be very awesome <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    I hate to burst bubbles but, im quite sure this isnt space hulk and not all maps are designed to be on satalites of space centres or space ships. Altering gravity within such a place would be ok, but what about if the map is set on a planet, being able to negate a whole planets gravitational field would take a hell of alot more tecknowlogy than a group of marines are gonna take on a bug hunt...

    Also I could see suddenly swopping gravity to have huge problems... A 100 foot ceiling turning into a death pit being one of them...
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited April 2008
    Thanks to this topic I've had 3 <strike>requests</strike> people PM-ing or emailing me about that this week around the conceptual idea of putting a portal gun variation in NS2...

    I don't even know what to think about that... (not to mention a source code nightmare) cool I guess... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    ~edited for improved clarity~
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1675721:date=Apr 13 2008, 02:41 PM:name=PsympleJester)--><div class='quotetop'>QUOTE(PsympleJester @ Apr 13 2008, 02:41 PM) <a href="index.php?act=findpost&pid=1675721"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hate to burst bubbles but, im quite sure this isnt space hulk and not all maps are designed to be on satalites of space centres or space ships. Altering gravity within such a place would be ok, but what about if the map is set on a planet, being able to negate a whole planets gravitational field would take a hell of alot more tecknowlogy than a group of marines are gonna take on a bug hunt...

    Also I could see suddenly swopping gravity to have huge problems... A 100 foot ceiling turning into a death pit being one of them...<!--QuoteEnd--></div><!--QuoteEEnd-->
    1 is a good point. The planet bases would have an innate gravity (which can't be reversed), but the station also compensates for the difference in gravity between mentioned planet and earth's gravity (low g health effects for humans etc..) with some sort of a centrifuge/handwavium technology. That would work.

    2 - which is why I mentioned
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Maps should be designed with no set top or bottom, because I'm sure thats how spaceships would be designed.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2008
    But aren't physics, oh I dunno, quite laggy and annoying in muliplayer <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> In terms of movement speed of the aliens, as it was mentioned in this thread, it would be a snag fest. The aliens and jetpack marines would keep getting stuck or snagged on these objects. And I've heard that this is a nono for most players, heck some are even annoyed with the func_nobuild snagging them for a microsecond in some cases.

    Besides the physics in source aren't all that impressive when put in a net environment, well let's just say not in a fast paced game (aliens)

    None prop related physics might be fun for the player who is dishing out the hurtn', but could also fall into the categorie of not fun when player movement can be hindered with it. Heck I know even I get annoyed when I get blocked in TF2 by the enemy, or magically pushed aside when I'm sniping or perhaps getting snagged on walls (C'MON, CLIP BRUSH VALVE?) And I'm a pretty lenient guy when it comes to these things <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    <!--quoteo(post=1675706:date=Apr 13 2008, 11:51 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Apr 13 2008, 11:51 AM) <a href="index.php?act=findpost&pid=1675706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For clarification: The last thing I'd want to suggest is a way to disable another player's movement with no outs for that player (stomp has many outs). That's one of the least fun things you can do to a game, and one of the fastest ways to kill it.

    Not to mention that killing a single alien lifeform can turn a good game of ns on its head.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1675542:date=Apr 10 2008, 01:27 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Apr 10 2008, 01:27 PM) <a href="index.php?act=findpost&pid=1675542"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b><!--coloro:blue--><span style="color:blue"><!--/coloro-->1.<!--colorc--></span><!--/colorc--></b> Gravity Manipulation (Physics Lab)
    Where higher levels of the upgrade would allow stronger forces to be generated by weapons (ie a gravity gun) or other manipulation systems in game.

    <b><!--coloro:blue--><span style="color:blue"><!--/coloro-->2.<!--colorc--></span><!--/colorc--></b> Prop Control (Physics Lab + AA)
    Consider for example a terrible machine that can lift and throw cargo crates, or a heavy-style suit ala Alien that specializes in controlling alien positioning, rather than actually killing a player.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I really don't think we need a separate tech tree just to move props around. That seems more like an innate ability to me.
    <!--quoteo(post=1675542:date=Apr 10 2008, 01:27 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Apr 10 2008, 01:27 PM) <a href="index.php?act=findpost&pid=1675542"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b><!--coloro:blue--><span style="color:blue"><!--/coloro-->3.<!--colorc--></span><!--/colorc--></b> Marine Flight (Physics Lab + Proto Lab + AA)
    Marine and alien flight would be tremendously different. While a lerk flaps to remain aloft, marine flight would base itself on magnetics, therefore marines would excel at remaining aloft for long periods of time in one place, and moving slowly (such as over a lava pit whose tram had been demolished by an onos). Marines on the other hand would not have even a fraction of a lerk's mobility, and flight (which can really be described better as magnetic levitation) would come as a costly and risky maneuver.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Would a marine ever choose this over jetpacks? I don't think they would, unless the hive room was surrounded by a large expanse of lava that was too large to cross with a jetpack.
    <!--quoteo(post=1675958:date=Apr 16 2008, 03:04 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Apr 16 2008, 03:04 AM) <a href="index.php?act=findpost&pid=1675958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But aren't physics, oh I dunno, quite laggy and annoying in muliplayer <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> In terms of movement speed of the aliens, as it was mentioned in this thread, it would be a snag fest. The aliens and jetpack marines would keep getting stuck or snagged on these objects. And I've heard that this is a nono for most players, heck some are even annoyed with the func_nobuild snagging them for a microsecond in some cases.

    Besides the physics in source aren't all that impressive when put in a net environment, well let's just say not in a fast paced game (aliens)

    None prop related physics might be fun for the player who is dishing out the hurtn', but could also fall into the categorie of not fun when player movement can be hindered with it. Heck I know even I get annoyed when I get blocked in TF2 by the enemy, or magically pushed aside when I'm sniping or perhaps getting snagged on walls (C'MON, CLIP BRUSH VALVE?) And I'm a pretty lenient guy when it comes to these things <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Agree 100%, I hear people complaining in TF2 about getting stuck in cones on any map that has them set up as props. Even if you avoided getting completely stuck they're still a hindrance more than a feature.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1675986:date=Apr 16 2008, 09:51 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Apr 16 2008, 09:51 AM) <a href="index.php?act=findpost&pid=1675986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agree 100%, I hear people complaining in TF2 about getting stuck in cones on any map that has them set up as props. Even if you avoided getting completely stuck they're still a hindrance more than a feature.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've always wondered about that, why is anyone even getting stuck? Shouldn't the player's model be exerting a 'push' always on the props of the enviroment so, say a cone or what have you, just slides, bounces, or otherwise just shoves out of the way, so player movement is never hindered? Is that what clip brush is supposed to do? Or is that supposed to represent a player character twisting to slip by something, like I do when moving through a crowd? I thought that is what happens in TF2 when a team mate can pass by you but not the opposition, the difference between letting someone slip by and resisting someone's slip by.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2008
    Clip brushes are simply placed on walls or ceilings to stop the player getting stuck on them

    An wall like this could snag a player with the pillars (top view down)
    <!--coloro:#141414--><span style="color:#141414"><!--/coloro-->_<!--colorc--></span><!--/colorc-->__<!--coloro:#141414--><span style="color:#141414"><!--/coloro-->------<!--colorc--></span><!--/colorc-->__
    _| |_____| |_

    While this same wall with clipbrushing would let the player slide past:

    <!--coloro:#141414--><span style="color:#141414"><!--/coloro-->_<!--colorc--></span><!--/colorc-->__<!--coloro:#141414--><span style="color:#141414"><!--/coloro-->-----<!--colorc--></span><!--/colorc-->__
    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u>/</u><!--colorc--></span><!--/colorc-->| |<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u>\</u><!--colorc--></span><!--/colorc-->___<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u>/</u><!--colorc--></span><!--/colorc-->| |<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u>\</u><!--colorc--></span><!--/colorc-->


    They are invisible but will enclose the square clip box of the pillars with sloping ones, can also be used on complex brushwork to smooth out movement. For NS1 these are ideal to smooth out the movement of a ceiling/wall walking skulk across complex brushwork.

    Yet Valve doesn't know they exist it seems, if you have a look at a lot of mines where these wooden supports are. I mean this is basic map design and I am rather surprised that the a big company that developed this very engine is not using it in problem areas <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    However with dynamic physic props, this clip brush control goes out the window as they only work on static stuff. And one has to rely on the dodgy Havoc physics not to get snagged all the time. I mean these physics work like a charm in single player, but not very well in multiplayer.

    I get the blocking of enemies in TF2, but still I'm annoyed if get blocked by them, even if it is working as intended . Especially as spy with me cloak blinking like a mad Christmas tree telling the enemy to open fire at my location. Damn I hate pyros when I'm spy <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    They don't put in clip brushes in order to make TF2 a deeper game. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    I wrote about low gravity areas in game and it is pretty easy to do. and can be done with as little as 2 brushes in Hammer (VERY EASY!) But flipping gravity and things like that are much, much harder as far as I am aware. These things have to be included within the games code and can't be controlled by mappers, which kinda sucks. Could you imagine how hard it would be for a mapper if he had to thing about weather the whole map would flip 90 degrees? People might get stuck in holes when they were once in a corridor. NOT COOL!

    I think if you are going to have low gravity areas, it should be small areas of the map. I am currently working on a Source (hopefully...) NS2 map, although I don't know sizes of stuff, it's kinda more for just fun and testing ideas... ...but back to the point... This map will include a fully working airlock and low gravity area. This will be a shortcut between a hive and marine start, but will be extremely risky. Those who don't make the jump will most likely fall slowly into outer space and their own deaths. But I hope that this will make for a very interesting addition to the level as a whole and add to the effect of being out in space, which I feel many of the NS maps lacked. If you look around the forums you should be able to find out about how to do low gravity, for anyone who wants to have some fun in Hammer I suggest using some trigger_push and trigger_gravity together. It's like being the ball in a pinball machine! Way more fun than Portal if you get it right <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I'm not sure if they added trigger_gravity back in (haven't touched NS1 mapping in a while), but I remember it being removed/disabled in NS1. I could be wrong though... To bad really as there were a few ideas that could work.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    edited April 2008
    <!--quoteo(post=1676038:date=Apr 17 2008, 02:32 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Apr 17 2008, 02:32 AM) <a href="index.php?act=findpost&pid=1676038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure if they added trigger_gravity back in (haven't touched NS1 mapping in a while), but I remember it being removed/disabled in NS1. I could be wrong though... To bad really as there were a few ideas that could work.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Probably something to do with skulks and wall running or buildings may be? or something. Seems strange tho. I hope they put it back in! We should all ask Max and Charlie to give us mappers the chance to add low gravity to our maps. Even if it's in areas that you can't build in. If its something to do with skulks wall running in low grav areas then covering the walls with trigger_push will stop that. <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Charlie and Max: PLEASE INCLUDE LOW GRAVITY IN NS2!<!--colorc--></span><!--/colorc-->

    I hope they see that!
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited April 2008
    You can already do that low grav stuff with map entities... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> *confused* It's already possible and has been done in HL-engine maps.

    ~edit~

    Portals however would no be practical. (i.e.: full physics calculations for that in multiplayer with lots of other moving stuff --> CPU load nightmare --> people complaining about glitchy slugginess in-game)
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    edited April 2008
    <!--quoteo(post=1676042:date=Apr 17 2008, 03:13 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Apr 17 2008, 03:13 AM) <a href="index.php?act=findpost&pid=1676042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can already do that low grav stuff with map entities... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> *confused* It's already possible and has been done in HL-engine maps.

    ~edit~

    Portals however would no be practical. (i.e.: full physics calculations for that in multiplayer with lots of other moving stuff --> CPU load nightmare --> people complaining about glitchy slugginess in-game)<!--QuoteEnd--></div><!--QuoteEEnd-->

    But you can't do flipping the map and stuff... not without coding change. And it didnt happen in NS... ...But could add greatly to the whole feeling of being in space. So <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->YES<!--colorc--></span><!--/colorc--> for NS2?

    Also has any one played the exit mod? It's multiplayer portal...
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    In addition I'd like to mentin, that there are a rather large group of people, who include me, who absolutly hate the gravity gun. It was cool to doodle with at first but I'd much rather duck and shoot my way through a game then run around throwing logs at everything. I hated HL2 EP2 because it is infact nearly impossible to beat without using the gravity fun half the game. There is simply isn't enough ammo lying around and too many creatures immune to bullets.

    I have actually tried to beat it without it. Its tedious and painstakingly difficult, and involves packing explosive cans in tight passageways by hand, then shooting them off when the hunters run by. Not easy, not fun. And for the record I could probably beat the game with the gravity gun on hard while reading a book.


    Half life 2 was all about the gameplay. EP1 and EP2 became hey what can we do with the gravity gun because its the only good idea we ever came up with and now we need to juice it till its dry. I could write a book on how me and others hate the gravity gun but I'll stop here.
  • NomadDemonNomadDemon Join Date: 2008-05-04 Member: 64211Members
    for me.. in some maps there should be option to change artifactal graviti field [in space maps]
    marines.. grafivi shoes to walk on celing

    if skulk walk on celling.. the view flip 180* [wall 90*] etc

    its kinda crappy to walk on celling and se same way.. skulk walk back side to wall? nonsense...
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    The gravity gun in HL2 <i>is</i> pretty boring.
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