Question about very unique map setup

GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
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?

Comments

  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    So, you'll have a floor above another floor? Commanders will be unable to drop stuff on one of the floors. Personally, I'd steer away from any mult-level designs because that limitation. How aggravating would it be to try dropping medpacks and ammo for your marines, only for it to land way above them, out of reach? Or the opposite -- what if it landed below them?

    So, if you continue with the multi-level design, you have to decide which floor you want the commander to have access to.
  • ChaosNLChaosNL Join Date: 2011-07-31 Member: 113237Members, Reinforced - Shadow
    It would be so cool to have a multi level map... makes me think of I-robot where the droids are climbing up on the building
    <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.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Hmm, support for multi-level maps sounds like a nice topic for an ns2 mod. However I think a lot more problems are involved than just binding a key to change commander level, since the game is being designed for non-multi-level maps. Designing a multi level map sounds much more difficult too, since you would have to take into accound for example arc range, commander waypoints, infestation spreading through roof(?), etc. In short I think there's a reason ns1 & ns2 discourage multi-level maps.
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    edited February 2012
    Yer I was thinking that if marine's risked going up top they wouldn't get assistance by the commander. The whole idea was to have a level that the commander's couldnt see just to make something real unique and interesting for people to play in off matches. But in saying that it would be open sky to fly in, so they would have an advantage of not being caught on anything. Also with the speed boost I thought jetpack marine's should be able to hold their own. This roof would only be a small part of the map with only 2 entrances/exit's, and all buildings and the main action should be happening on the main base floor. If to many people went on the roof they would probably find their base's getting destroyed below. The battle station would have 5 large rooms, full of ships, command post's, armouries, ion cannons, massive generator's, and just about everything you would find in the death star XD.

    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.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    People won't play the map. What will happen is people will try and play the match seriously, and half their team will be mucking about outside the map. People will get frustrated, and it won't be played on servers, so it will be a waste of all your efforts.

    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.
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    Good to know. Though then I suppose the solution would be how to encourage it as a back stabbing thing rather than an all out all the time play. Shall mull it over.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    The trouble is, as soon as someone gets bored in the game, they start to look for other things to do, so the more people out in your area playing, the more bored the players are. Having anything like this where you can essentially have players AFK, is not a good idea in a map you want to be played regularly.

    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.
  • Who is Mike Jones?Who is Mike Jones? Join Date: 2011-10-29 Member: 130080Members
    Multiple level maps don't seem hard to incorporate. Pressing Button A will show floor 1. Pressing A again will show floor 2 and so on. The map editor just have a feature which allows you select objects and tie them in with a floor number. It wouldn't be beta but I can see it being adding in future versions.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    Duke Nukem couldn't do multiple levels either : (
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    Yer even if they don't add a multi level view for commander, im not to worried. I just really want to make a multi level map. Still mulling over how to encourage general lower level play though. Distress beacon would probably play a big part with maybe multiple observatories.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Why do you want to create a multilevel 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.
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    Thats not a bad idea evil bob, thanks for the feedback. That could be an option. Or what do you think of just a open top central star port with the typical invisible wall once you get a certain height? Would look like open sky, and at least give alot of flying space. Would change the idea, but having such a height sounds way to much work, and as you say be abused in the wrong way.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I have thought about the same things myself and it could bring some interesting things. I am sure that there is a serious disadvantage for being outside if all the strategic points are inside the map > if too much of the team is in the outside area they will lose their strategic points.

    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
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    edited February 2012
    Exactly my thoughts! It wouldn't be a pro game map but would be dam good fun for a public server. Thanks a lot for the tip's evil bob. Have actually thought of a good idea involving outside base's and walkway's. Now the dam terrain work.
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    if they are rotating like the desktop cubes in linux?

    they must be able to quick switch levels with hotkeys n stuff for competitive play
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