Map Builder Question - Lifts / Elevators / Door Locks?

tagwolftagwolf SF Bay Area Join Date: 2013-02-01 Member: 182710Members, Reinforced - Shadow, WC 2013 - Silver
I'm working on building a multilevel map.

Are / Will lifts be available in the latest or any future build?

I'd love the ability to link moving objects and triggers, lights, door locks, etc to power nodes. Would make for some interesting map building.

Comments

  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    I have definitely seen a lift in use on Co_Hellevator, a custom map for the Combat mod. So yes, there is proof that it can be done.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
  • ShrimmShrimm Join Date: 2012-10-05 Member: 161652Members
    edited March 2013
    tagwolf wrote: »
    I'm working on building a multilevel map.
    Just in case your making an NS_ map:
    If you're building a map that will have comm/khamm DO NOT implement multi-levels. The commanders will only be able to manipulate the top level.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    A dark space under the floor (think vents except much bigger) could work well in a NS map, I suppose. Perhaps make the map marine-favored above ground in terms of firing lines, but below would be the aliens little version of hell. Pop out of random floor panels and whatnot all over the place.
  • tagwolftagwolf SF Bay Area Join Date: 2013-02-01 Member: 182710Members, Reinforced - Shadow, WC 2013 - Silver
    Squishpoke wrote: »
    A dark space under the floor (think vents except much bigger) could work well in a NS map, I suppose. Perhaps make the map marine-favored above ground in terms of firing lines, but below would be the aliens little version of hell. Pop out of random floor panels and whatnot all over the place.

    That is a great point. I guess what I mean is multi-tiered / places marines can use elevators to access above and have to use ladders if power drops. However it's going to require some clever balancing in order to make sure both teams can comm / cyst / etc and also move under the area through an alcove / vent if needed.

    I think for example it'd be neat to have something like a power node on a lower level, then a lift to a base. Also making an equivalently balanced alien-centric base that it harder for them to access and easier for marines to access.

    Time to go back to the drawing board (graph paper).

    BTW. Thinking like this: (have no idea how bb code will format my awesome ascii art :P)


    base
    ______________________
    | | |
    | | |
    | | | <- lift
    | | |
    | |____| (*) Power Node
    __________|______________________________
    vent system under
    _________________________________________
  • tagwolftagwolf SF Bay Area Join Date: 2013-02-01 Member: 182710Members, Reinforced - Shadow, WC 2013 - Silver
    Not well actually lol.
Sign In or Register to comment.