Real three dimensional maps
Zerohourrct
Join Date: 2007-01-18 Member: 59671Members
<div class="IPBDescription">Give maps a depth to add strategy</div>One thing that plagues many three dimensional games is the lack of real three dimensional environments. While maps take advantage of high and low points, they usually have a single floor and single ceiling. NS1 has much of the same concept, with maps layed out in a strictly two dimensional fashion and then a ceiling added. There are occasional vents, but no main paths under other paths.
The main reason I think this is is because humans naturally move horizontally very fast, while gravity holds us to a surface. However, in space, on ships where space management is very critical, and for aliens, real three dimensional maps would make not only sense but also add a huge element of strategy to the game. Marines would need to control high ground and machines providing vertical movement; elevators, gravity shifters, or other things. Aliens could use the three dimensional designs to their advantage, with Skulks climbing unhindered, Lerks helping out Gorges, and Onos and Fades being forced to seriously consider their altitude before gestating.
The main problem behind this would be mini-map implementation, but a three dimensional minimap would solve this; a good example is the minimap system of Metroid Prime and the real three dimensional thought behind each level. I would love to see more three dimensionally oriented maps in NS2, and it could be a great gameplay element to shake up the classic style of NS1.
The main reason I think this is is because humans naturally move horizontally very fast, while gravity holds us to a surface. However, in space, on ships where space management is very critical, and for aliens, real three dimensional maps would make not only sense but also add a huge element of strategy to the game. Marines would need to control high ground and machines providing vertical movement; elevators, gravity shifters, or other things. Aliens could use the three dimensional designs to their advantage, with Skulks climbing unhindered, Lerks helping out Gorges, and Onos and Fades being forced to seriously consider their altitude before gestating.
The main problem behind this would be mini-map implementation, but a three dimensional minimap would solve this; a good example is the minimap system of Metroid Prime and the real three dimensional thought behind each level. I would love to see more three dimensionally oriented maps in NS2, and it could be a great gameplay element to shake up the classic style of NS1.
Comments
(assuming that you want this in NS:Classic
1) Commander can only see from above and directly down so he can't do anything if his vision is blocked.
2) The minimap as you also mentioned, but I don't know how easy it would be to see and use a three dimensional minimap.
Those mapping ideas suits NS:Combat better as it has no commander and minimap <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
So I would assume that to save space, the spaceships/stations would have varying directions of gravity pull. Imagine walking down a corridor, and for whatever reason, the hallway had to of been diverted straight up, so the gravitational pull would also be shifted sideways, so the personell could simply walk up the hallway instead of using stairs.
Ok, perhaps the example is a bit sloppy, but you get the picture...
I'd also imagine there are some zero-G areas in the spacestations. Even more so I'd imagine the Kharaa could destroy the gravity projectors to hinder the movement of the marines. Imagine dynamic infestation growing in zero gravity...
As for NS2... that's anyone's guess.
--Scythe--
Game in question? Armies of Exigo.
It was found to be one of the hardest, non-historic, RTS games ever. Mainly because, no matter how good you were at preparing your base defence, you would ALWAYS miss the underground tunnels, some of which were hidden in dense forests. Perfect for an escape route.
Personally, I'd say that the idea would have been dropped more reasonably because a 2 level map belongs in the true RTS genre, not in a game where the RTS side is a break from the FPS gameplay.
In other words... It's not a technology issue, it's a gameplay one...
-Sheepe
So you could add commander hotkeys to go up/down on layers, or even choose any layer manually instead of scrolling.