Just A Quick Question

SmithySmithy Join Date: 2003-01-14 Member: 12277Members
<div class="IPBDescription">Im not a mapper, but..</div> Just wanted to know if you can have marines starting an a lift that is going down and when the 3 beeps end you have arrived at the marine spawn? I dont know how it would work... but I know it would add atmosphere to the map as though you were really entering "enemy territory".

This is the only place I would find were I thought this question would be answered properly... Thanks alot.

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    It would be easily possible, yeah. Just had an elevator triggered at the very start of the game, with all the spawn points on it. Where would the CC and base be though? The aliens may be able to rush to the area while the marines are stuck, unable to retaliate.
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    erm, Somewhere near the bottom of the lift <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I was thinking... 2 big lifts, on ns_nothing marine spawn, the 2 big indents could have been lifts coming down maybe? And the alines couldnt rush because They cant start untill the 3 beeps have sounded to single the start of the game.

    The marines that join later would just start on the lift at the bottom before anyone asks and it can only be used once! Like the button for it to go back back up is torn apart? Now that would really get me thinking "hell yea ive been thrown into an evil place with nasty aliens!"
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    You can't move the spawn points unfortuantely, you would have late joiners and emergency beacons spawning people with a rather large fall ahead of them.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited August 2003
    Yup, but there might be way to <i>simulate</i> being in a lift without actually making a lift, if you see what I mean.

    Maybe have transparent grilles on the lift, use upwardly scrolling textures outside the lift but visible from inside ( func_conveyor? I aint touched Hammer in ages..) to add an illusion of vertical movement , add lift noises, after a few seconds, noises stop, scrolling stops, lift doors open, away you go.

    The lift never actually moves, it just appears to.

    Still not quite sure how you'd deal with late joiners and beacons though..

    Just a thought mind..
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Maybe have a trigger_teleport over each spawn at the top, which later become activated, sending latecomers to new spawns (info_teleport_destination).
    Bit of a hack though, and might need a lot of tweaking to get it working properly.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    edited August 2003
    I think CHHE has it right. It would look a lot better to have all the details of the elevator shaft set as a func train. Start with the top of the shaft at player level and have it move up at game start. Then it's just a matter of building the doorway at the bottom and having the train end there. Only problem here is, since you're using an entity, the entire thing would need to be encased in something (sky maybe, to let the mapper do some extra looks) Then there are no OMG THE COMM BEACONED US TO OUR DEATH problems, and it uses a lot less in the way of entities than the teleport idea.

    *edit* more sleep, less incoherent posting.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin--venomus+Aug 14 2003, 09:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (venomus @ Aug 14 2003, 09:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe have a trigger_teleport over each spawn at the top, which later become activated, sending latecomers to new spawns (info_teleport_destination).
    Bit of a hack though, and might need a lot of tweaking to get it working properly. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I would go the other way round. place the spawns in the marinebase area and teleport joining players onto the lift. the teleporter will be triggered off if the elevatorstarts moving and the chance of late joiners is low. even if one joins if the elevator is going down: adds some atmosphere. seems that there even were some marine troops left in the area that now get reinforced by the "lift-squad" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> had this idea myself but I cant make a complete map ouf of one idea <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> maybe someone could start a map that features some "elevator areas".

    PS: distress beacon kicks all the cool starting sequences byebye!
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Or you could have all of the info_team_start entities in the elevator with the same name and killtarget them after the game starts. Unfortunately there is no on/off state for team starts. That would be nice for aliens too, as you could have them spawn as skulks in all kinds of random corner places and deactivate it later so oni don't get stuck.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    You can make the elevator a small room that doesn't move, put a func_conveyer in a 'window' if you wanted to make it look like it was moving. Then just set up sounds to play while it's 'moving' then at the end . . . open the doors.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    This would be an awesome addition to ns_mineshaft, or great for those unused lifts in the ns_nothing marine spawn.
  • SmithySmithy Join Date: 2003-01-14 Member: 12277Members
    Exactly what I thought but I cant map... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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