Real three dimensional maps

ZerohourrctZerohourrct 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.

Comments

  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    While it's a somewhat interesting idea, some problems comes to my mind:
    (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" />
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    3d would be great, if the commander would not be hampered to much by it.
  • EverwatchfulEverwatchful Join Date: 2003-11-17 Member: 23084Members
    how bout a rotate and zoom map for the commander?
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    Furthermore down the subject, I would assume that the humans of that age have discovered the secrets of artificial gravity...

    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...
  • EverwatchfulEverwatchful Join Date: 2003-11-17 Member: 23084Members
    infestation is already not hampered by the direction of gravity, it just need something to grow on
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Hundreds of thousands of ways to make NS maps more three dimensional, including various means of zooming the commander's view, clipping to certain view heights, one for each level in the map, were suggested a long long <b>long</b> time ago. It was decided that, with the current tech, it was easier to make maps that *seemed* to have major height differences but were effectively flat.

    As for NS2... that's anyone's guess.

    --Scythe--
  • Lt_PatchLt_Patch Join Date: 2005-02-07 Member: 40286Members
    Actually, dual layered commander views are perfectly reasonable, given technology as it was in 2002. It's just the only game to fully make use of it was a complete and utter B*TCH to control, because it was an RTS, where you had to defend 2 maps, and only be able to see one of them at a time.

    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...
  • ZerohourrctZerohourrct Join Date: 2007-01-18 Member: 59671Members
    I think if maps are reasonably planned and thought out, and then tested, this could be very fun, and the added element that Marines need to control vertical movement devices would make for interesting choke points for both marines and kharra. A truly three dimensional play has never really been tried for an RTS, I admit; but I think the problem lies more in the fact that you must use different tactics in defending a 3D space than a 2D one. Most RTSs are very open, and an added dimension just makes defending it all that much harder; but in the close combat of NS with closed corridors and multiple choke points, I think it is feasible.
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    If any one has seen Empires, then you coud pull some ideas from that, as the command interface is fairly well done...

    -Sheepe
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    that might be very hard for comms to react fast...
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    Give mappers the option to define the "level" of a map they're currently working on. A layer basically.

    So you could add commander hotkeys to go up/down on layers, or even choose any layer manually instead of scrolling.
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