two level maps

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
Preface: I'm not suggesting that entire maps be bi-level. However, it would be nice to provide hallways, ledges, and small rooms which could exist below others, without worrying about blocking the commander's view of that area.

In NS1, the only way to place items in these "covered" areas was to move the camera to the side in a way that allowed clicking directly in the lower area. However, this solution was often annoying and sometimes didn't work that well. Here is a reasonable solution that could allow for up to two levels in NS2.

First, the game engine (possibly with the help of the map developer) determines that a portion of the map is covered by another.

When this occurs, the commander-view map would render players/models on top level as solid. However, it would make the "floor" structure translucent (and possibly in a different color), along with any players/models in the lower level. In this mode, if the commander drops something on this area, it would drop on the top level.

Optionally, the commander would be able to hold down a button (like ctrl or shift) which would act as a "lower level" modifier. When this happens, the upper level players/models would turn translucent and the lower level elements would be rendered solid. In this mode, if the commander drops something on this area, it would drop on the lower level.

Comments

  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    impractical. mapers need to learn to not do it, simply as that. I hope there will be less areas where catwalks block a commander's drops. was annoying as hell if you got booted for not helping out when the stuff was send to the wrong area.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    What is impractical about it?
    - Can the game engine not support it?
    - Is it not intuitive enough for commanders?

    I would think that as long as the UI gives clear indication of where items will be dropped, that it would be a viable solution.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    If done CORRECTLY, the mapper can make small ledges and what not that aren't in the way for important areas that players will go to.

    Again, this all depends on what the mappers do.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited March 2010
    If the commander interface is capable enough, then it would be able to show the commander a more simplified representation of the world.

    What i mean is, instead of being an "eye-in-the-sky" NS1 approach where he can see the map, but not the aliens unless he scans?, why not a more 2D (or super simplified 3D) representation? It'll work as good as the 2D mini map which guided you through every game of NS1 you've ever played.

    This would make it better for the commander IMHO... because he can MUCH more quickly interpret what's happening (AND it won't lag him out depending on how complex/confusing the battle becomes).

    So to handle, N-Level maps, if multiple levels of the map are represented as overlaid 2D layers... then with a press of the +/- keys (or the many other ways to navigate ... such as rolling a mouse wheel), then you could navigate them... Add some shortcut-icons to zoom to players and "bookmarked" locations around the map, and there you go.

    Otherwise, we're getting multiple commanders... so each can watch a separate floor/area of the map :P
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1761483:date=Mar 27 2010, 08:37 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Mar 27 2010, 08:37 PM) <a href="index.php?act=findpost&pid=1761483"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the commander interface is capable enough, then it would be able to show the commander a more simplified representation of the world.

    What i mean is, instead of being an "eye-in-the-sky" NS1 approach where he can see the map, but not the aliens unless he scans?, why not a more 2D (or super simplified 3D) representation? It'll work as good as the 2D mini map which guided you through every game of NS1 you've ever played.

    This would make it better for the commander IMHO... because he can MUCH more quickly interpret what's happening (AND it won't lag him out depending on how complex/confusing the battle becomes).

    So to handle, N-Level maps, if multiple levels of the map are represented as overlaid 2D layers... then with a press of the +/- keys (or the many other ways to navigate ... such as rolling a mouse wheel), then you could navigate them... Add some shortcut-icons to zoom to players and "bookmarked" locations around the map, and there you go.

    Otherwise, we're getting multiple commanders... so each can watch a separate floor/area of the map :P<!--QuoteEnd--></div><!--QuoteEEnd-->


    Branching off on this idea, how about a simple hotkey solution? If there are two "layers," the layer Marine Start is on is considered default. The other layer, while visible, is transparent and cannot be acted on. Push a key, switch layers. The overhead camera slightly adjusts to orient itself on the "Z" axis to the selected layer.
    The key to any multiple layer function would be to make both layers visible instead of completely hiding the off-layer, imo.
Sign In or Register to comment.