Commander from above
Grimfang
Join Date: 2003-02-04 Member: 13086Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Structures hard to find</div>I have been doing a bit of commanding on both mainre and alien side, and one thing I find hard is to remember where I dropped the structures. They are fairly easy to see from the side, but from above it can be hard. The marine is not as bad, as I only have a few buildings I need to upgrade, but some of the boxes that is just scenery sometimes look like my arms lab or armory.
But on the alien side it's a real mess. If you have a hive in a room where the light has been cut, and you need to figure out which of the stuff on ground is something you can upgrade, and not an egg, cyst, whip or whatever else is in there, then it gets really hard. Secondly I really miss some sort of overview of what upgrades are still there.
Could there be some sort of UI enhancement that listed the upgrades you already have, and any upgrade chambers ready for an available upgrade? It would help new commanders alot, and the conversation with players would be less of "Where is the upgrades, eject comm!!!?". I often play games, where I feel we are doing good, only to realise I missed some crucial upgrades.
And if there is some smart way of knowing this, I think I'm missing it
But on the alien side it's a real mess. If you have a hive in a room where the light has been cut, and you need to figure out which of the stuff on ground is something you can upgrade, and not an egg, cyst, whip or whatever else is in there, then it gets really hard. Secondly I really miss some sort of overview of what upgrades are still there.
Could there be some sort of UI enhancement that listed the upgrades you already have, and any upgrade chambers ready for an available upgrade? It would help new commanders alot, and the conversation with players would be less of "Where is the upgrades, eject comm!!!?". I often play games, where I feel we are doing good, only to realise I missed some crucial upgrades.
And if there is some smart way of knowing this, I think I'm missing it
Comments
I hope UWE do this, because it would make things a whole lot easier on the eye in terms of where rooms begin/end, it would look more polished... etc.
<img src="http://s12.postimage.org/69qkyp8fh/overview.jpg" border="0" class="linked-image" />
I know I have posted this already, but I hope it is on their list!
I disagree on the last part, I think the game would look worse, and overall I appreaciate the fact that you have a large view.
Really, comms and players need an "always show building hp rings" option.
What I'd really like is disabling atmospherics in commander mode. I've done that for the overhead mode in Insight because they just don't work at all depending on where they come from (e.g. in Flight Control).
For structures I'm likely to go back to (arms lab, observatory, forgettable and small alien structures) I will add hotkeys (CTRL-1, CTRL-2) so I don't have to worry about finding them again.
Really, comms and players need an "always show building hp rings" option.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is on their list of things to do.
This. +1
What I'd really like is disabling atmospherics in commander mode. I've done that for the overhead mode in Insight because they just don't work at all depending on where they come from (e.g. in Flight Control).<!--QuoteEnd--></div><!--QuoteEEnd-->
Why create an rts/fps hybrid if the overhead view is going to look so... unfinished and messy.
Are you a programmer, is that a fact.
Are you a programmer, is that a fact.<!--QuoteEnd--></div><!--QuoteEEnd-->
Making all geometry faces double-sided and black on the other side would be a start, but can possibly mess up visibility in some places. I doubt the engine even has the capabilities of doing that on the fly, so it would have to be done manually for all maps.
There's also props, which can't be easily treated in the same way.
I also hate having something in my way when commanding, so I like being able to see through the sides of walls. E.g. commanding on mineshaft with the rocks all over the place is incredibly frustraing.
I also like the idea for structures having more of an outline for the commander.
So it sort of 'caps' that space, so you can't see through the walls.
I think it outlines things a lot better for the comm...
Alien swarm is a great example:
<img src="http://www.artificialaiming.net/sshots/FW3-AlienSwarm-SShot010.jpg" border="0" class="linked-image" />
NS2 works completely different. You can't easily say: This is outside and this is inside the map.
No idea how feasible the edge highlight would be, but creating a face to seal the top like that is entirely possible, and very easy even. Naturally a little bit more work for the mapper though, but i dont think its that bad.
@_Necro_
The way maps are constructed in alien swarm isnt actually much different to what the commanderview sees in ns2. They both leave out the ceiling, in ns2 you have to specify exactly what to leave out, in alien swarm you just dont create it because theres no fps players.
Anyhow.. I would be surprised if this has not been taken into consideration, being that it is an rts/fps game.
It has nothing to do with the engine.... It is like the fps aspect, but then having holes in the ceiling and calling that 'acceptable'...
Anyhow.. I would be surprised if this has not been taken into consideration, being that it is an rts/fps game.
It has nothing to do with the engine.... It is like the fps aspect, but then having holes in the ceiling and calling that 'acceptable'...<!--QuoteEnd--></div><!--QuoteEEnd-->
Its done with CommanderInvisible group, you tie every prop and face that you dont want the commander to see into it. So you go in and select the ceiling etc. and they are invisible for the commander. The hole created is easily fixed by adding a extra face on the place where you slice the ceiling off. Could even go further and add something more interesting inside the walls to spruce the commanderview up a bit. Its entirely up to the mapper/level designer to add these things.
I do also hope they add something to make it look better, it looks pretty bad when you just see through the back of every wall.