Question about very unique map setup
GodofThunder
Join Date: 2011-12-13 Member: 137815Members
in Mapping
Hey I was thinking if I was going to do a map, very keen to,(would get it up after official release) but wanted to do something very unique if I was going to bother putting the effort in. I was wondering if it was possible, and if it would work, that you can make a map with access to the roof of a building that would be above the commander's vision? My idea was to make a ship launch bay that had an open exit so that aliens or jet pack marines could climb out over the top of the building, and go onto the roof. The other such exit/entrance was to be a hole in the roof of the orbital ion cannon room which you could jump/fly down onto.
Is this possible? or how would you do it? would this cause major problems?
Is this possible? or how would you do it? would this cause major problems?
Comments
So, if you continue with the multi-level design, you have to decide which floor you want the commander to have access to.
<a href="http://www.youtube.com/watch?v=hTyn3PIGQ_o#t=01m35s" target="_blank">I robot battle scene</a>
For the commander problem, maybe make them choose what floor they want to be looking at by scrolling their mouse? Scroll up = higher floor, scroll down = lower floor? This makes the commanding a whole lot harder but the maps so much more interesting and sneaky.
Just wanted to discuss the issue and see if it is going to be to much effort and try work out the bugs. I dont want the commander to be able to see the roof.
That is an honest opinion. Having been mapping since NS1 and trying all sorts of outrageous ideas, I have to say, the mapping guidelines are in place because of game/engine limtitations, and thus need to be respected.
People are making mods all the time, and you might be lucky enough to find a mod that encourages that sort of thing, but I wouldn't bank on it.
Elements like this in maps generally end up with the map being called a 'fun' map. They provide something fun to do when you are bored of the main game. If you make your map well enough, people won't get bored, and will appreciate your map much better if they see it as a serious map, rather than a 'fun' map.
Do you just want height variations? Which can be achieved without level over level.
Do you want level over level to provide areas where the commanders cannot see? Using the commander invisible group you can effectively hide portions of the map to the commander so he could see a certain level and not other. He still will be able to see his units.
Having a level above the commander height would need a big height difference. The commander height has to be at a right range so he has enough view of a certain area at a time. Looking at it the other way, the ground has to be low enough for the commander to see. If the floor is right in the commander's face he won't have a broad enough view of the terrain. So getting on the roof above the commander's view would need a great height difference between the level and the roof.
To compare it to what we already have in maps, it is basically a fancy open vent. What you could do, instead of having the other level above the commander, is have it below, like a sewage system which commanders cannot see, to avoid that big height difference while still providing an 'invisible' area.
You could throw away any idea of realism and make like a orbital starport from which you can get out maybe even up and down :p One thing you have to think about though is you will have to make the map, and the outside of the map which will be some work. Making the thing work well would surely need a simple layout, very geometric, spiced up but the fact that you can get in and out at certain points. Hahaha it would make some fun games. :D
they must be able to quick switch levels with hotkeys n stuff for competitive play