Open Environments

SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
<div class="IPBDescription">i think theyd be cool if used properly.</div> it would be cool to have some of the maps set on the planets. Now i know why none are out yet. Its because NS just isnt suitable for it yet
(or maybe even ever). I was thinking of maybe one of them ships that the aliens always seem to board for some reason, could crash land on a planet, then its all in bits and stuff, or maybe even hanging over a large cliff (that would be cool) then you would have some open environmets, not too open, cos that would spoil things. maybe large cliff drops, or waterfalls, something different...maybe even a cave?
then we could have some flooded areas. i dunno it just opens up new ideas...everyone has the "oh the aliens are on this big ship go and take them out" scenerio.

anyway its just an idea, and im sure im going to get shot out of the sky for saying it.

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited December 2002
    Mostly because it messes up the storyline. The commander has view of the map and can place structures/ammo/health because of the nano-stuff in the ceilings of the map. Cant do that outdoors.

    <b>EDIT for clarification:</b> I'm not referring to any limitation in HL, all games must have a 'ceiling' of some type, so all areas are <i>technically</i> enclosed, but they may be presented to the player as unenclosed (as your outdoor areas are suggesting). However, having an outdoor area (IE an area where the ceiling is the sky, not a real ceiling like you would always have on a spaceship/station) messes up the storyline. If you read in the manual about the commander placing structures and such, you will see that he can do so because of nano-things built into the cieling which rapidly create the template structure which then falls to the floor ready to be built by the marines. Likewise, the commander has view of the ships structure, and the things inside it, because these nano-things manifest as cameras as well. Look through the manual, you'll see what i'm talking about.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited February 2005
    <!--QuoteBegin--Typhon+Dec 1 2002, 03:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Typhon @ Dec 1 2002, 03:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The commander has view of the map and can place structures/ammo/health because of the nano-stuff in the ceilings of the map. Cant do that outdoors.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    er...when you think about it...arent outdoor environments just big rooms with different textures <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    <span style='font-size:8pt;line-height:100%'><i>No...Get a clue. This post has been edited to protect the innocent and to stop insane haunting me with posts from the past!</i></span>
  • LagAdderLagAdder Join Date: 2002-11-05 Member: 7208Members
    I think one or two maps with small outdoor sections would be swell! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    As a matter of fact a few maps already DO have small outside sections
    (shielded by player_clips or glass walls).

    A technical problem could be the amount of additional textures required
    to make a unique outdoor scenery (I don't know how close the current
    NS maps scratch the texture limit).

    Another reason for the strict indoor settings could be flying creatures
    (like the lerk and the jetpack-marine) as well as the climbing ability of
    the skulk.

    @supernorn2000: the problem with skies is, that you can actually walk
    through them and end up in 'the void' outside the level.

    As you correctly pointed out, one possible workaround would be using
    a regular ceiling with a sky-texture. The only problem would be that acid
    rockets ore bile bombs (f.e.) would be blocked by it and explode. That
    would not feel very 'skyish'.

    Admittedly I did not quite understand the 'nano stuff in ceilings'
    post. <b>Typhon</b>, could you please clarify if you are referring
    to a HL-Engine related thing? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • skypaskypa Join Date: 2002-11-02 Member: 4074Members
    He is not referring to a HL-Engine thing, he's referring to the Natural-Selection storyline. Why would a commander see outdoor-terrains from above and how is he able to drop medpacks, ammo and structures out of nowhere? The storyline explains that with the nanotechnologie in every inch of the ship, but outdoor enviroments would really destroy this concept...how far that's a problem depends on the developers, but I guess NS will be indoor for a long time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    For the explosions when they hit the roof thing, I think that could be justified by saying that they break apart higher up in a planet's atmosphere? Also, you can just skybox the open areas. Another idea would be to place nanotech in outside areas, humans erected large towers that created an invisible net around the planet to allow easy colonizations. If I could map at all, I'd make one with some outdoor areas. (I only dabbled in mapping for a short while.) Shouldn't this be in the mapping forum?
  • Hang_LooseHang_Loose Join Date: 2002-11-08 Member: 7775Members
    There is nothing stopping <i>you</i> from making an outdoor map, by all means, go ahead. Just don't count on it becoming official for a while. Or maybe ever.
  • Just_AyaneJust_Ayane Join Date: 2002-11-06 Member: 7317Members
    A space station where there is a part of some sort of BioDome inside would be cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Check the Mapping forum guys! People are working on some of these ideas already!
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    Something else to consider is having the outdoor areas but with storyline-based restrictions. As in having an outdoor area/biodome marines can go through as a shortcut to an area but the commander cannot monitor them, build structures or drop health/ammo there. Add some bushes and whatnot for skulks to hide in and I think we have a gameplay-enhancing feature.
  • LindstromLindstrom Join Date: 2002-11-25 Member: 9865Members
    <!--QuoteBegin--skypa+Dec 2 2002, 04:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (skypa @ Dec 2 2002, 04:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->He is not referring to a HL-Engine thing, he's referring to the Natural-Selection storyline. Why would a commander see outdoor-terrains from above and how is he able to drop medpacks, ammo and structures out of nowhere? The storyline explains that with the nanotechnologie in every inch of the ship, but outdoor enviroments would really destroy this concept...how far that's a problem depends on the developers, but I guess NS will be indoor for a long time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually you could get around the "how does the comm. see anything" by saying that there are orbiting ships or satelites. that provide area coverage to the comm. (maybe even give the comm view a different look when using satelite data). The big problem I see is the climbing to the ceiling when a skulk or w/ jetpack, but honestly I wouldn't mind that, I know the limitation to the HL engine and I don't think most ppl would be that bugged by it either. I like the idea of a crashed ship into a cave or mountain. You can only do so much w/ the whole "infested spaceship" idea.
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    <!--QuoteBegin--Lindstrom+Dec 2 2002, 12:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lindstrom @ Dec 2 2002, 12:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually you could get around the "how does the comm. see anything" by saying that there are orbiting ships or satelites. that provide area coverage to the comm.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hey that's a bloody good idea man <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    There are satelites orbiting earth that can zoom in close enough to read registration plates on cars (no joke) so why not?! It's ingenious...

    You could also say instead of dropping you teleport (star trek stylee) the weapons and buildings, because at the moment they don't acctually drop... they look more like they teleport in...
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    edited December 2002
    Doh... Double post... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> soz
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    well I used to do some mapping for airhl, and to stop people from flying into the sky the general solution was to put some func_pushes which were in layers getting stronger as u went up that pushed the player back down when they tried. I guess the "reasoning" was air currents high up pushing things around. Some wind sounds might help this
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    Well, to fix the nanogrid problem, just put in some technology with cool special effects. Big towers with semiliquid streams of nanobots streaming through the air between them, or something. Be creative <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    And as for the climbing-on-the-sky part... well, you could always just put a trigger_hurt way up there, and say that aliens are sensitive to UV rays or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> (but really, I bet the trigger_push idea works)
    I'd love to see an outdoor map done sometime, as done well it would be really cool. There's also a lot of room for failure here, but this mod has some GOOD mappers, so I say give it a shot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • FoggyFoggy Join Date: 2002-11-22 Member: 9620Members
    <!--QuoteBegin--nØthing+Dec 2 2002, 04:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nØthing @ Dec 2 2002, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There are satelites orbiting earth that can zoom in close enough to read registration plates on cars (no joke) so why not?! It's ingenious...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I read somewhere that the Predator remote controlled aircraft can read writing on a clipboard from either 30k or 50k feet, can't remember.
  • YoUngiNYoUngiN Join Date: 2002-11-15 Member: 8674Members
    an outdoor enviroment would be the shiznat , it would be like starship troopers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    and just because i can <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited February 2005
    <span style='font-size:8pt;line-height:100%'><i>This post has been edited to protect the innocent and to stop insane haunting me with posts from the past!</i></span>
  • SkorneSkorne Join Date: 2002-11-18 Member: 9144Members
    edited December 2002
    I think one or two outdoor maps would be great! The indoor maps are a bit small. For settling the story line, well i propose something like this:

    The marines start out in a marine encampment thus you will have the same kind of technology usualy surrounding the CC. The way the commander sees from an overhead veiw is that one of the ships or stations which the maps are will be orbiting the planet and releys telepethy to the CC thus the comm can see overhead. When the comm sets down a building the nanobots are released from the ship overhead and form the building wherever the comm put it. Also for increased fun, I think it would be cool if there were <i>two games</i> going on but they are still part of the same game. Two comms, one on the planet and one on the ship(each attending to the place where thier CC is not being able to control the "other side" of course). Both share resourses but get more since they have nodes on the ship <i>and</i> "natural resourse vents" on the planet. Of course if the marines up at the ship are killed then the comm down at the planet will be in big trouble. This is only possible if the aliens control <i>5</i> hives(i suggest placing it on say, the Kharra homeworld. If they have one, I didn't read the story line <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ) Once they have 5 the aliens can morph space farring alien transports. The transports will have to breach the ship some way or another. I propose either through transport docks, which should be fairly well guarded or once the aliens get 5 hives they can morph a geneticly altered lerk which is like an flying assault unit which are able to penitrate certain "soft" spots of the ship thus creating a hole which the transports can "unload" in. The aliens on the ship(there won't be any in the start) will have to depend on the aliens on the planet to keep, and maintain the health of the hives or of course they won't be able to morph the bigger morphs.

    These maps will have to have quite a bit of people playing in them which of course would be generating quite a bit of lag but I think it's worth it. To be able to fly as fast as you want as a lerk without having to turn a corner or watch out for a wall would be SO cool. This goes for the jetpack too. It will bring in a totaly new stratedgy of play! Who's up for a good challenge once in awhile? If you like my idea then you can post it on the suggestions forum if you'd like.
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