More than one level on top of eachother...
InZaneFleaArmy
Join Date: 2002-01-24 Member: 18Members
Join Date: 2002-01-24 Member: 18Members
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.