Weld Points
RyoOhki
Join Date: 2003-01-26 Member: 12789Members
<div class="IPBDescription">The opinion of mappers</div> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm hesitant to add welds since they don't get used in most games. The last time I did use welds in this map it wrecked the gameplay.
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Came across this quote today by ChromeAngel (love your work and by no means is this an attack on you) and as he seems to be a very good mapper I wondered: is this the opinion of most mappers? That weld points are sorta like spoilers on a car: flashy but un-nessassary? Speaking from a personal perspective I love weld points, and I'd love them even more if they we're unweldable (Flayra's interview gives me hope). Gameplay on maps like Hera can be really influenced by weld points and it's sad to see them not used. I'll throw two questions in here to the mappers:
1) Do most mappers agree with the above statement? That welds arn't really needed?
If you answered yes:
2) What sort of changes (to welding) would you want before you'd consider weld points far more important?
I'm not a mapper and am in awe of people who can make these incredible maps so I really do value your opinion. I thought I'd go right to the source on this one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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Came across this quote today by ChromeAngel (love your work and by no means is this an attack on you) and as he seems to be a very good mapper I wondered: is this the opinion of most mappers? That weld points are sorta like spoilers on a car: flashy but un-nessassary? Speaking from a personal perspective I love weld points, and I'd love them even more if they we're unweldable (Flayra's interview gives me hope). Gameplay on maps like Hera can be really influenced by weld points and it's sad to see them not used. I'll throw two questions in here to the mappers:
1) Do most mappers agree with the above statement? That welds arn't really needed?
If you answered yes:
2) What sort of changes (to welding) would you want before you'd consider weld points far more important?
I'm not a mapper and am in awe of people who can make these incredible maps so I really do value your opinion. I thought I'd go right to the source on this one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
I think they are great, as a mapper and a player. I just hope they get tuned-up. Having them be able to toggle would be awesome and would greatly add to the gameplay of the map I'm working on. Also having a alien equivelent would also be alot of fun IMO.
Could you link that interview you were talkin about?
GSH
I don't agree with the statement of "welds aren't really needed" because they help the marines do what they're there to do - eliminate the Kharaa presence. Personally, I'd love to see even <b>more</b> weldables in maps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think that once mappers start thinking up new and innovative uses for that welder, the welded reactions will start becoming more impressive in how they're used, as well as how greatly they'll affect the map. I love the idea of the welded doors in Hera, and the laser in Tanith simply blew my mind the first time I saw it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Love the weldables on hera too, the cargo door weld and the big lock door welds really make the map more dynamic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If, for instance I discovered that the aliens were gaining a huge advantage over the marines later in the game I would add a welding point in a place that proved a challenge for the marines to reach. Personally when im playing marines theres nothing more fun than shiting my pants (not litterally) when watching that welding progress bar move....
I believe that a map SHOULD be interactive in this way and reward marines/ aliens for their early achievements early on in the game - indeed that is what I will be doign with my map ns_excession....lol not advertising in any way... heh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
defensive
offensive
gingerbread/fx for looks/feel.
most vent welds are defensive - disrupting alien movement, defending bases/hives. also those welds that activate defensive feilds, equip, and bright lights for better viewing for humans.
a some are offensive - opening accesses to hive that were blocked, and make end runs around alien defenses.
a few are rarely used only for fx/looks - turning on/off a spark, or a light effect.
<b>so yeah, they have effects on play. and they DO need to be tested during playtesting - but how much testing do most mappers do? i say put them in the map where you think they will go well, test the weld.
if it is a too big human advantage, block it. if it slows the humans down too much, remove it for faster access. but it is not just gingerbread alone!</b>
<i>but i would not worry too much about human advantage - i checked around some public servers which kept stats, most maps run 2-1 alien wins vs humans. clan matches may be more even.</i>
At the edge of the MS, is a spot you can weld. once welded it closes a huge door. Preventing anyone from getting into or out of MS, without using a Vent.
The Door is destroyable. just has alot of HP's
The Starting Marine RT is just OUTSIDE the door.
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Not sure how this will affect overall gameplay or how Players/Comms will use this. BUT the way I see it being used. is a final Lockdown. when the Marines know it's over. can't stop the Aliens. so they close the door and attempt to hold them off for a last stand. The door being Destoryable allows the Aliens to Destory the door and get in. but by then the Marines should be ready. the RT being outside the door stops the marines from gaining Res. while attempting that.
the 2 big problems I can see with this.... is.... Moving Base. and Problem players on Pub servers. once a PG is up in the Marine Start they COULD lock the door and just use the PG... (better pray other PG's don't go down thou <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) besides if they lock the door... they will most likely lose that RT just outside it.
Thoughts?
Axe
Yeah, the tanith laser weld has to be one of the best I've seen, when I first welded it I thought "hey, this didn't do anything" then the giant red crosses appeared...
Whilst we're on the topic of welds though, Flayra mentioned in his interview that he wanted welds to play a much more vital role in the game, and suggested making all doors and lifts weldable (which before the game came out I thought welding was going to work just like this, ala Aliens). What are people's thoughts on making this viable? Should aliens be able to bite through them? If they could, should they be reweldable afterwards? Should aliens be able to weld points?
Thoughts and ideas please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It would be nice to have "Marine weldables" and "alien weldables". But since this is speculation at the moment it does not have much use to talk about heh <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Another switch I have reactivates the power through a conduit, making previously safe 'vent' into a live power transfer conduit, frying anyone inside.
And yet another toggles the safety systems in a certain deck area, which turns on the extinguishers and puts out a fire that was contained in one hallway. Once the fire is out, the hallway reopens and players can use it as a shortcut.
Welds, more than just for doors.
It would be nice to have "Marine weldables" and "alien weldables". But since this is speculation at the moment it does not have much use to talk about heh <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yea, I think me and another poster had put that in as a request in the webbed FGD requests toipic.
My thinking on it was that the gorge could use the heal spray to grow bacteria on an item, rendering it useless. But you could also say that the bacteria were working their way into an object and gridlocking the safety features, causing the object to unlock.
It's just speculation, as you said, but it sure would be nice, and offer lots of options.
GSH