Extremely basic question: Doors

wolffeguardwolffeguard Join Date: 2010-10-17 Member: 74493Members
One thing I absolutely enjoyed in NS1 was the plethora of maps where certain corridors and hallways had large doors which could be closed by marines whom pressed the button.

In fact its been so long since I played NS1 I can't remember if aliens could press door buttons (I'm leaning towards no). I'm not sure if closing doors was really a tactical option for more hardcore players and strategists of the time, but the coolness of it sucked me in nonetheless.

I noticed in the editor that the door entity has options for welding. I was just wondering if doors will be closable and openable in later builds of NS2 when triggers & things are implemented.

Comments

  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    i believe the idea was that doors can be welded shut by marines which would block alien paths but the onos would have a skill which would be able to smash open doors (as seen in the teaser trailer)
  • wolffeguardwolffeguard Join Date: 2010-10-17 Member: 74493Members
    <!--quoteo(post=1802392:date=Oct 22 2010, 05:07 PM:name=Dank McShwagger)--><div class='quotetop'>QUOTE (Dank McShwagger @ Oct 22 2010, 05:07 PM) <a href="index.php?act=findpost&pid=1802392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i believe the idea was that doors can be welded shut by marines which would block alien paths but the onos would have a skill which would be able to smash open doors (as seen in the teaser trailer)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Cool. I opened the door model in the model viewer & the door has an open, close, lock, and weld animation.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Currently the commander can lock/unlock/open/close doors. I imagine buttons can be added for marines to open/close the doors as well. Not sure how the welding mechanics will work yet, but I imagine the commander will have to lock the door before it can be welded by marines?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I was indeed surprised at the fact that NS2 has door props, NS1 seems to have most doors removed, because they stop the magic called bunny-hopping.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I really didn't care for the fact the doors could be welded and removed allot of them from my map and others i set an absurd weld time on them. just a door that opens and closes by a button (player action) adds suspense as you don't know whats waiting on the other side.

    "Okay, I'm gonna open it. Is everybody ready?" then nothing on the other side but a click of skulks camped above!
  • wolffeguardwolffeguard Join Date: 2010-10-17 Member: 74493Members
    <!--quoteo(post=1802448:date=Oct 23 2010, 12:14 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Oct 23 2010, 12:14 AM) <a href="index.php?act=findpost&pid=1802448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really didn't care for the fact the doors could be welded and removed allot of them from my map and others i set an absurd weld time on them. just a door that opens and closes by a button (player action) adds suspense as you don't know whats waiting on the other side.

    "Okay, I'm gonna open it. Is everybody ready?" then nothing on the other side but a click of skulks camped above!<!--QuoteEnd--></div><!--QuoteEEnd-->

    My thoughts exactly. Having the door slowly open to a darker hallway on the other side with flickering lights was definitely scary. I loved it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Welding doors open was pretty nice though, added to this suspense...
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