More than one level on top of eachother...

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
<div class="IPBDescription">I think i know how...</div>Couldn't you just put a teleport to teleport to the next lvl?  Have it be like your runnin, but teleport you over or somethin.  The CC could see all lvls by movin left n right...

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    As far as I'm aware, the commander view is set at a static height that can't be changed.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Thank you! I've been trying to figure out how to do this for a while! Ok, everyone check out the Spirit of Halflife code... they've got something like a 'pauseless teleport' that acts like a level change did in SP HL, but without loading a new bsp...  basically a teleport within the level, but depending on where you hit the teleport is where you'll end up, so it's a seamless transition. The only problem, is anyone standing on the other side of the teleport will seem to 'appear' suddenly, so it'd have to be -seriously- used properly... such as elevators only or something.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    geniuses think alike! ~:D
    i had thought of a similar strategy awhile back and mentioned it to merk.  if problems with telefrags and visual effectiveness were worked out,
    all that would need work is telling the commander where his troops disappeared to.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Shoot, we could prolly take that code, and make the commander mode work so that if he clicked on the area with the entity/teleport, it'd move the commander to a spot above the destination.
  • IntegrateIntegrate Join Date: 2002-02-22 Member: 236Members
    what if half your marines are on one level and the other half is on a different level?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Ooohh! I was thinking you meant teleporting the <b>commander</b> to a different height! That is a very good idea IFA <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Yeah, to draw a picture for the rest 'o ya... There's this code in Spirit of Halflife that does a teleport within a level to another section of the map. Here's the description of it:

    trigger_teleport with landmarks: make a changelevel-style teleport between two parts of the same level. (without the loading pause! The player doesn't even notice it.)

    So... you could have level one on the left, level two on the right, and have a trigger_teleport joining the two. In observer mode, the two levels would actually be at the same height, they'd just be completely split from each other.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    I've been pondering this for about 2 weeks now...I've heard all this talk of people having great ideas for lvl over lvl...But they couldn't work with the Commander Mode.  It must have been my small break...I'm suddenly thinking straight and coming up with great ideas.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    This would be really cool, and I'd love to see it, so I'm a bit sorry to have to rain on your parades.  One problem with this is that there couldn't be any way for one level to see the other level.  Complete separation.  And with that, you cwould have to make it so that you couldn't hear the other level either.  And I know that most mappers want a top level that can see the bottom level, i.e. holes in the floor/ceiling, grated platforms, balconies, etc.  I don't know.  Whatever.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    It all sounds awfully complex to me, it's a very nice idea...but teh main problem that springs to mind is the alien 'hive-sight' which allows the aliens to 'see' marines through walls if another alien can see them.

    If the marines were far off in another part of the level which is acting as a lower floor, then the marines will show up in THAT direction, and not their theoretical position beneath the map.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    Maybe by the second release of NS, Flayra can come up with a system for level-on-level maps. Something like having the first level disappear, revealing the second level, and moving the commander just above the second level.

    The different levels of the map could be defined by huge func_levelheight or some such... But getting the first level to disappear would be a doozie. I don't know how that would work.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Personally, I have nothing against not being able to do level over level maps. NS mapping is complex enough. It will also be a somewhat complex game to play, and I can only imagine having multiple levels becoming an uneseccary element of confusion. As Integrate said, it would be quite hard for the commander to keep track of his marines if they are on seperate levels.

    Besides, the advantages of having a map with level over level would hardly be worth the amount of work required to get it to function properly (both on the mapper's part and on Flayra's). As a matter of fact, I can't imagine <i>what</i> advantages would come out of having level over level in a NS map.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Exactly.  I think that by the time we all get NS and start playing around, we'll hardly even notice that there's no level over level in any of the maps.  I think we'll be fine without it.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Could you imagine starcraft with multiple levels that you had to browse through to command your troops? complete hell if you ask me, I think the situation would be very simialir, just too crazy
  • TalionTalion Join Date: 2002-01-24 Member: 28Members
    Why would the func_levelheight have to be huge?
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I agree with Trane here.  Sorry guys, but commander mode is risky enough without adding multiple levels.  If it's needed, we can add it in the future, but I'm banking on the fact that no one will even notice it's not there (except mappers&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.
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