More Weldable Features
NinjaBurger
Join Date: 2002-11-25 Member: 9931Members
<div class="IPBDescription">for fun and profit</div> One of the most fun things about NS maps is that you can weld things to change the map around. Maps need more of these things -- vents aren't enough.
Tanith's Satellite laser blast thing is a good example of this. Weld and it shoots a laser. I can think of some others that would be fun:
Gravity Control - Weld, and it turns off the primary gravity control for the station, allowing marines and aliens to jump higher.
Ceiling Turrets - Like in the Half-life game, unwelding these would enable automated turrets in some areas to help the marines defend their turf. Could be destroyed by aliens, but tougher.
Airlock - Unweld the airlock, and it opens into space. Aliens sucked out and killed if they come too close.
Conveyer Belt - Weld, and the belt kicks into motion. Makes progress with the belt faster, progress against the belt much slower.
Crane - Unweld the controls and Use them to raise and lower the crane, allowing access to other areas, possibly by moving some crates out of the way of an entrance.
Flood Control - Weld, and one of the hives floods. Aliens could still spawn just fine, since everyone can survive under water for periods of time (and near the hive, they'd heal OK), but this would change the dynamic of assaulting that hive.
Tanith's Satellite laser blast thing is a good example of this. Weld and it shoots a laser. I can think of some others that would be fun:
Gravity Control - Weld, and it turns off the primary gravity control for the station, allowing marines and aliens to jump higher.
Ceiling Turrets - Like in the Half-life game, unwelding these would enable automated turrets in some areas to help the marines defend their turf. Could be destroyed by aliens, but tougher.
Airlock - Unweld the airlock, and it opens into space. Aliens sucked out and killed if they come too close.
Conveyer Belt - Weld, and the belt kicks into motion. Makes progress with the belt faster, progress against the belt much slower.
Crane - Unweld the controls and Use them to raise and lower the crane, allowing access to other areas, possibly by moving some crates out of the way of an entrance.
Flood Control - Weld, and one of the hives floods. Aliens could still spawn just fine, since everyone can survive under water for periods of time (and near the hive, they'd heal OK), but this would change the dynamic of assaulting that hive.
Comments
I will have a room with a deep death-pit below it and a weld point on the wall will lower a footbridge from the ceiling allowing marines to pass.
I would like to make metal catwalks and things func_breakable with a LOT of health so prolonged battles in an area can destroy a route almost completely.
I really want to make a map dynamic and highly changeable without huge numbers of epolys, currently most of my areas are WELL below the wpoly limit (clocking in at 200-300) so I guess a lot of epoly entities can't hurt.
I guess the sacrifice for an in-depth bustable map is a hit to detail, but then again I'm not much of a 'detail' person. Still, I won't leave any rooms too bland.
Blast doors - once welded it bloocks the entrance to something but cant be opened again ever, even for marines of aliens forcing them to take another route.
Sprinklers - once welder the whole map starts to pour water (particle effect would look cool) and flood some parts of the map
Temperature - welder will stop giving oxygen or warmth in that area forcing any living thing to take short damage.
Pipes - welding some will make a fuse the will blow up a wall.
Space pod - welding will make that section of the map fly off but can still be rechable my lerks and jetpackers
Light - welding it will turn on the lights.
Huge siege cannon - welding it will trigger a monstrous beam that will cut dont anything it touches making it impossible for anything to pass there makin everyone take another path/ welding it will make it shoot the beam and destroy multiple walls (just creating a hole in each wall it went through.
Autopilotted shuttles:(desigend for NS_Regulon) For the execptionally huge maps. Two docking bays on oppisite sides of the ship, The far (from marine spawn) one is sealed off, welding fixes the airlock allowing a Autopilotted shuttle to ferry troops between the two cargo bays (tracktrain, more than likely turned into a turbolift-esque system).
Emergency containment systems: (Designed for NS_Darkstar-c) Sections of a map are exposed to space (no grav, no air, sealed by huge doors) Repairing a control panel on the bridge, a thingie in the engine room, and a connection in a corridor reactivates the Emergency contaiment system, (simmilar to the red, translucent walls on tanith), sealing the hole and allowing access through the corridor again, speedong access to areas of the ship.
"Alien-in-a-box-o-matic" (yet another idea from NS_Darkstar-C) a giant phasegate, along a shortcut to the marine spawn, busted in three places (power connection to rest of the ship, open matainece hatch, broken pipe laying across teleport area) Once fixed, the phasegate becomes commander operated, once used, a force field springs up around the phasegate, Distorted vox activates, warning of "High voltage interdimensional fields", then, the phasegate activates, transporting any living thing on the pad to a observation tank, the only exit is a broken air vent on the ceiling (forces the Onos, gorges, and the Fades to gestate back to skulk or lerk in order to escape) Long delay on uses for phasegate, but ensures, or at least hinders, Rushers from thaink that route
Plasma shunting: (Designed for NS_Salvage) a few of the skulk-open vents arent "vents" on the map, they are superheated plasma conduits. Normally (READ: at start) they are empty, but marines accessing the emgine room, and repairing a console, seals them off, and activates a plasma shunt, filling the conduits with superheated energy, barbequeing any hapless skulk that happens to be stuck in there. (far more sadistic than just sealing off vents ) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Ideas and Suggestions forum is for the game itself...like "I want a drivable tank that can blow up every alien in sight" ......that sort of thing
Bridge control - Allows a switch to function that brings a catwalk up between two points, opening a path to a vent/door.
Access panels - This reminds me of the holoroom in Hera. Basically weld a portion of the wall or floor and it breaks away, revealing a resource nozzle.
Self destruct - Welding repairs a self destruct system, activating it, but it still fails and only fills a few vents with rubble, blocking some alien pathways.
Crusher - Welding activates a series of crushers on a vent/conveyor belt, making travels hazardous for aliens.
The Glass! - In the tradition of Hanz... weld a switch to open a panel, revealing a glass cylinder. Then, shoot the glass to open up another resource nozzle! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
There are a TON of fun applications for welding out there.. or maybe even chomping for skulks? Chomp conduits or panels to have the same effect as welding for marines?
The first has to be always will be primary generator is out. Miminal lighting around level, when activated you get this big hummm and lights and stuff start going on all over the facility and doors that where locked become open.
Obviously not easy access for marines otherwise that would give htem a huge advantage.
Gravity is another, certain areas have had something rip through them, a well placed trigger push to such you out and a weldable to lock it down.
If you had 3 weldable(chompable) spots scattered around the map, you could activate all three and the ship would have 30 minutes before self destruct/crashing into something (planet).
Kind of a last resort.
Maybe airlocks as well.
Have rooms that when weldeld would seal off from the main area, and would open to space and kill everyone in there.
Power (lights)- turns on flood lights over an area
south east of the map were you can see a lot of glass.
south east of the map were you can see a lot of glass.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah. Head out the right door of the marine spawn (when facing the resource node in there), then go through the tunnel to the area with the satelite dish. Weld the box on the wall, and watch the laser fun ensue. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Maybe it's even possible to have certain systems go haywire when a hive is built, like the growing infection has shorted something out and a door jams.. or whatever. The marines would either have to weld the door open or weld themselves another route.
Soooo many options.
proberly goning to have more cool stuff in it but got to do a bit more on it first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
IMO not all of those are so fun in ns and some of them ruins the gameplay like flooding a hive.
I really liked the idea welding pipe and it blows up opening some shortcut etc.
And weldaple lights are not bad either but it might lag the map and the server.
Great ideas, I hope there is more this kind of stuff coming to maps.