<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...
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.
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.
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.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 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-->
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.
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.
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.
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.
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.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 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.
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.
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
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!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.
Comments
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.
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.
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.
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.
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.