outdoor maps would be interesting.... skulks ahre hiding in the trees ... marines take cover in a wooden hut. Or maybe on some strange planet with stange vegetation.
But at the momend there are no models and textures to create such a level. And I guess designing a outdoor map wpould be a pain in the ass because you have to create barriers for the map which can't be climbed or flew over... and the barriers again have to feel natural.
I think it could be done if several barriers could be overcome.
1. A ceiling above which nothing can pass. Might be able to create some kind of marine restriction field to prevent spread of the infestation (thus boxing in the entire play area) 2. You'd have to create something to replace corridors such that skulks would have walls and ceilings to work with. Some of this could be done with natural geometry and bunkers and whatnot. 3. Vents would need to be covered. You could have holes in the ground, or blown out walls, or external ventilation access, etc.
Really, the key would be to alter the aesthetic without altering the functionality. It could be done, but it'd need more careful planning than the average map.
<!--quoteo(post=1832474:date=Feb 15 2011, 11:29 PM:name=Karrde)--><div class='quotetop'>QUOTE (Karrde @ Feb 15 2011, 11:29 PM) <a href="index.php?act=findpost&pid=1832474"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it could be done if several barriers could be overcome.
1. A ceiling above which nothing can pass. Might be able to create some kind of marine restriction field to prevent spread of the infestation (thus boxing in the entire play area) 2. You'd have to create something to replace corridors such that skulks would have walls and ceilings to work with. Some of this could be done with natural geometry and bunkers and whatnot. 3. Vents would need to be covered. You could have holes in the ground, or blown out walls, or external ventilation access, etc.
Really, the key would be to alter the aesthetic without altering the functionality. It could be done, but it'd need more careful planning than the average map.<!--QuoteEnd--></div><!--QuoteEEnd-->
You mean a kind of dome like in <a href="http://en.wikipedia.org/wiki/Biosphere_2" target="_blank">Biosphere 2</a>? That would be indeed a great idea for a natural feeling barrier. An instead of vents skulks could jump from tree to tree or walk in some pipelines.
Think of barriers on a map like blood gulch from halo. Or as on the new halo, hemorrhage. But instead of an open field have jungle like terrain with paths and all.
<!--quoteo(post=1832467:date=Feb 15 2011, 02:09 PM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Feb 15 2011, 02:09 PM) <a href="index.php?act=findpost&pid=1832467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->outdoor maps would be interesting.... skulks ahre hiding in the trees ... marines take cover in a wooden hut. Or maybe on some strange planet with stange vegetation.
But at the momend there are no models and textures to create such a level. And I guess designing a outdoor map wpould be a pain in the ass because you have to create barriers for the map which can't be climbed or flew over... and the barriers again have to feel natural.
I guess that would be very hard to design...<!--QuoteEnd--></div><!--QuoteEEnd-->
Watch this video of NS2HD and skip to 9:20
Seems like they have some sort of idea on outdoor textures. Maybe put those in an outdoor setting?
As for barriers I mentioned a map like blood gulch, or hemorrhage.
<!--quoteo(post=1832497:date=Feb 15 2011, 03:39 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Feb 15 2011, 03:39 PM) <a href="index.php?act=findpost&pid=1832497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem isn't barriers on the sides, its barriers in the sky we're worried about.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a sky barrier just tells you that you are jet packing/ flying too high. Idk just a cool dense forest jungle map would be cool! or Maybe even a map that is based on the alien planet! we always see maps on Earth but what if the marines invade an alien territory?
<!--quoteo(post=1832499:date=Feb 15 2011, 11:41 PM:name=Snougar)--><div class='quotetop'>QUOTE (Snougar @ Feb 15 2011, 11:41 PM) <a href="index.php?act=findpost&pid=1832499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be cool to see some sort of biodome or out-doorsy maps.
The only problem I can think of is aliens not having enough in the way of cover. Maybe a dense forrest type map, set at dusk or near night :D<!--QuoteEnd--></div><!--QuoteEEnd-->
A large artifical domed area would probably be the best way to do it.
You can make it have natural terrain, and bright lighting, but you can also have a practical explanation for the invisible walls, by making them not invisible.
True, but theres a lot of source engine stuff about optimization or NS1 abilities (new vs. old blink) that aren't relevant anymore. As I see it, outdoor maps need 1. Lots of cover (for melee aliens) 2. Some way to prevent unrealistic skulk sky-walking, lerk/jp hitting the 'skybox'
I'm also kind of interested in how the spark engine will deal with large, open areas, since NS2 is specifically designed for small, enclosed spaces. This is more relevant for potential modders than NS2.
The biggest problem I see with outdoor maps is the imbalance it would bring to some of NS2's key gameplay elements. While the aliens could breed and spread on pretty much every terrain, the Marines are restricted to specific land-use areas; they need an existing, functional power grid and prefab ground to build on. Sure, there are other game modes that don't need all the building stuff, but it would be a shame to have outdoor maps confined to mundane deathmatches and CTF, wouldn't it?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1832529:date=Feb 16 2011, 02:36 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 16 2011, 02:36 AM) <a href="index.php?act=findpost&pid=1832529"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True, but theres a lot of source engine stuff about optimization or NS1 abilities (new vs. old blink) that aren't relevant anymore. As I see it, outdoor maps need 1. Lots of cover (for melee aliens) 2. Some way to prevent unrealistic skulk sky-walking, lerk/jp hitting the 'skybox'<!--QuoteEnd--></div><!--QuoteEEnd--> Indeed, but some of those goldSRC optimization of a map is still good stuff to do in any case, even for a new engine. Also both points are covered in that guide. Heh, I might rewrite it someday for NS2, once the game is at final...
<!--quoteo(post=1832530:date=Feb 15 2011, 06:40 PM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 15 2011, 06:40 PM) <a href="index.php?act=findpost&pid=1832530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sure, there are other game modes that don't need all the building stuff, but it would be a shame to have outdoor maps confined to mundane deathmatches and CTF, wouldn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with you and of course the map would need some tweeking and a lot of difference in terrain. But overall the idea of having and outdoor enviorment such as a juingle, forest, or alien planet would be a really cool idea!
<!--quoteo(post=1832530:date=Feb 16 2011, 02:40 AM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 16 2011, 02:40 AM) <a href="index.php?act=findpost&pid=1832530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The biggest problem I see with outdoor maps is the imbalance it would bring to some of NS2's key gameplay elements. While the aliens could breed and spread on pretty much every terrain, the Marines are restricted to specific land-use areas; they need an existing, functional power grid and prefab ground to build on. Sure, there are other game modes that don't need all the building stuff, but it would be a shame to have outdoor maps confined to mundane deathmatches and CTF, wouldn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->
I dunno, it might well be possible to have the map be based around the marines operating between small technological enclaves set up in structures dotted around the map, while aliens place their hives in caves and things underground, and both sides fight over the neutral sunlit terrain.
<!--quoteo(post=1832550:date=Feb 15 2011, 08:51 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Feb 15 2011, 08:51 PM) <a href="index.php?act=findpost&pid=1832550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dunno, it might well be possible to have the map be based around the marines operating between small technological enclaves set up in structures dotted around the map, while aliens place their hives in caves and things underground, and both sides fight over the neutral sunlit terrain.<!--QuoteEnd--></div><!--QuoteEEnd-->
+10000 for these ideas, good thinking with the cave and underground terrain.
Probably don't have an entire cave system under the normal map, but use caves and other natural areas of darkness and interiors to house the aliens, while marines use functional structures the same way.
I assume there will be some way to block DI spread, so it shouldn't cover the entire map.
Wouldn't having a "no build zone" prevent spreading DI too far out. Also tree-tops would provide perfect alternative to vents for skulls! Until jetpacks arrive... anyway I think having enough buildings and clearing in a forest-type environment encased in a bio-dome would allow for outdoor gameplay that is reasonably balanced.
You could use underground piping (water, sewage, etc) as an alternative to vents. With some open valves on the surfaces providing openings between structures. I would recommend having the hive stored inside a structure rather than a cave system for consistency reasons. Why would you have caves in a biodome?
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Or maybe on some strange planet with stange vegetation.
But at the momend there are no models and textures to create such a level.
And I guess designing a outdoor map wpould be a pain in the ass because you have to create barriers for the map which can't be climbed or flew over... and the barriers again have to feel natural.
I guess that would be very hard to design...
1. A ceiling above which nothing can pass. Might be able to create some kind of marine restriction field to prevent spread of the infestation (thus boxing in the entire play area)
2. You'd have to create something to replace corridors such that skulks would have walls and ceilings to work with. Some of this could be done with natural geometry and bunkers and whatnot.
3. Vents would need to be covered. You could have holes in the ground, or blown out walls, or external ventilation access, etc.
Really, the key would be to alter the aesthetic without altering the functionality. It could be done, but it'd need more careful planning than the average map.
1. A ceiling above which nothing can pass. Might be able to create some kind of marine restriction field to prevent spread of the infestation (thus boxing in the entire play area)
2. You'd have to create something to replace corridors such that skulks would have walls and ceilings to work with. Some of this could be done with natural geometry and bunkers and whatnot.
3. Vents would need to be covered. You could have holes in the ground, or blown out walls, or external ventilation access, etc.
Really, the key would be to alter the aesthetic without altering the functionality. It could be done, but it'd need more careful planning than the average map.<!--QuoteEnd--></div><!--QuoteEEnd-->
You mean a kind of dome like in <a href="http://en.wikipedia.org/wiki/Biosphere_2" target="_blank">Biosphere 2</a>?
That would be indeed a great idea for a natural feeling barrier.
An instead of vents skulks could jump from tree to tree or walk in some pipelines.
Or maybe on some strange planet with stange vegetation.
But at the momend there are no models and textures to create such a level.
And I guess designing a outdoor map wpould be a pain in the ass because you have to create barriers for the map which can't be climbed or flew over... and the barriers again have to feel natural.
I guess that would be very hard to design...<!--QuoteEnd--></div><!--QuoteEEnd-->
Watch this video of NS2HD and skip to 9:20
Seems like they have some sort of idea on outdoor textures.
Maybe put those in an outdoor setting?
As for barriers I mentioned a map like blood gulch, or hemorrhage.
<img src="http://images.wikia.com/halo/images/7/71/HaloReach_-_Haemorrhage.jpg" border="0" class="linked-image" />
<img src="http://www.4news.it/images/stories/games/ms/HaloReach/ForgeWorld/Hemorrhage/HaloReach_MP_Hemorrhage01.JPG" border="0" class="linked-image" />
And this is a perfect video of the map. So barriers such as this but more of a jungle map!
<a href="http://www.youtube.com/watch?v=E1rf8ejOKsw" target="_blank">Hemorrhage map</a>
The only problem I can think of is aliens not having enough in the way of cover. Maybe a dense forrest type map, set at dusk or near night :D
-still quite relevant...
There is a sky barrier just tells you that you are jet packing/ flying too high. Idk just a cool dense forest jungle map would be cool! or Maybe even a map that is based on the alien planet! we always see maps on Earth but what if the marines invade an alien territory?
The only problem I can think of is aliens not having enough in the way of cover. Maybe a dense forrest type map, set at dusk or near night :D<!--QuoteEnd--></div><!--QuoteEEnd-->
A large artifical domed area would probably be the best way to do it.
You can make it have natural terrain, and bright lighting, but you can also have a practical explanation for the invisible walls, by making them not invisible.
-still quite relevant...<!--QuoteEnd--></div><!--QuoteEEnd-->
True, but theres a lot of source engine stuff about optimization or NS1 abilities (new vs. old blink) that aren't relevant anymore. As I see it, outdoor maps need
1. Lots of cover (for melee aliens)
2. Some way to prevent unrealistic skulk sky-walking, lerk/jp hitting the 'skybox'
I'm also kind of interested in how the spark engine will deal with large, open areas, since NS2 is specifically designed for small, enclosed spaces. This is more relevant for potential modders than NS2.
1. Lots of cover (for melee aliens)
2. Some way to prevent unrealistic skulk sky-walking, lerk/jp hitting the 'skybox'<!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed, but some of those goldSRC optimization of a map is still good stuff to do in any case, even for a new engine. Also both points are covered in that guide. Heh, I might rewrite it someday for NS2, once the game is at final...
I agree with you and of course the map would need some tweeking and a lot of difference in terrain. But overall the idea of having and outdoor enviorment such as a juingle, forest, or alien planet would be a really cool idea!
I dunno, it might well be possible to have the map be based around the marines operating between small technological enclaves set up in structures dotted around the map, while aliens place their hives in caves and things underground, and both sides fight over the neutral sunlit terrain.
+10000 for these ideas, good thinking with the cave and underground terrain.
I assume there will be some way to block DI spread, so it shouldn't cover the entire map.
Marines traversing through an area where theres all rock caves for skulks to get thru, the marines have to defend the power cells :p
Might be a bit expensive on the polycount but it depends what rock props we get.
But a cave riddled with tiny crawlspaces for skulks would be rather interesting.
Edit:
I forgot to add EVIL VENUS FLY TRAP INFESTATION THINGYS.
Now that would be awesome. A tad unfair though XD
Edit:
I forgot to add EVIL VENUS FLY TRAP INFESTATION THINGYS.
Now that would be awesome. A tad unfair though XD<!--QuoteEnd--></div><!--QuoteEEnd-->
It would be fun hah, like Jurassic park style
You could use underground piping (water, sewage, etc) as an alternative to vents. With some open valves on the surfaces providing openings between structures. I would recommend having the hive stored inside a structure rather than a cave system for consistency reasons. Why would you have caves in a biodome?
When we get tree props...