Scenarios: Perfect application for D.I.?

StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
I've been kinda worried about D.I. from a level designer's perspective. There's a whole host of issues that pop up in my mind, such as how it appears to have its own clipboxes that are laid on top of normal map geometry, meaning that all doors would suddenly get smaller (would an onos have to crouch through a DI'd door? could he get through at all?) etc.

But, the new Scenario concept could solve *many* of the issues with DI.

First: For anyone who hasn't read the Tweets, NS2 now allows designers to pre-place structures and chambers, effectively allowing them to create Scenarios. We could make special versions of maps where aliens start with the entire map capped along with two hives, while marines start with a full base, all Tech ready and a decent amount of res, but no RTs. Basically, we can forget about the annoying 5-minute requirement for Siege maps, as the map can start like that right away. Or the map could be covered in SCs and the comm starts with 3 obs.

So, what about DI?

Using the Scenario system, you could let DI be pre-placed by the designers, rather than dynamically placed. Sure, it's Dynamic Infestation so you want it to be dynamic, but let that come with a later version of NS2. It sounds like that's already the plan anyways.

If DI could be placed by the designers, we could make almost movie-like scenarios using DI without the crazy code systems required to allow it to always be on-the-fly. Maybe even make it so DI in these scenarios can only be destroyed.

Thoughts?

Comments

  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Well, it is all made in LUA, easy DEcoding of the DI to prevent growth is possible, most likely though, they will have an option in the map maker to place an invisible Code node that prevents DI growth wherever you need it.

    Scenarios atm aren't needed... no one has the Map maker yet =) this idea will be swashed under in a matter of days, repost/resurrect it when the map maker is pre-leased.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    The consensus seems to be that aliens should clip through the infestation (think burrowing), while it blocks marines, which makes a lot of sense and makes it - and the means of removing it, like flamethrowers - that much more strategically important.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I'd definitely like to have control over the DI in the editor. It could be used to counterbalance the possible guns that are already confirmed for the editor use. Even in normal gameplay maps the mapper could decide if he wants to encourage certain styles of play. For example placing DI at a chokepoint near alien tech point could make fast expansion more viable even if the map geometry itself doesn't allow it.

    So yes, DI control would most likely be awesome for the editor. The scenario specific DI isn't what I'm in particular looking from it, but a lot of people certainly appreciated such possibilities.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    edited November 2009
    Or instead of "manually placing" DI, simply allow the mapper to choose a fixed random seed value used for DI generation, and "paint" various areas to have more or less DI. If you don't like the specific artistry of how the DI grows, pick a new random seed until you get something nice. And since the seed is fixed, the mapper knows it will always grow (or, at map start, be pre-grown) the same way each time.

    This way the mapper test and ensure that the flashing red warning light or labeling on the side of a wall won't be occluded and things like that, without creating an overcomplicated set of tools where the mapper has to worry about different DI-zones meshing seamlessly, etc.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I think its going to be very tied to the power grid. There might be some sort of box entity to define where DI can go for every tech point taken. And other smaller box entities to tell where the DI can't go.

    This is only a guess though.
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