Multi-Stage Levels

CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
<div class="IPBDescription">Combat on multiple elevations.</div>Hi I have an idea that was inspired by an old game called "Metal Fatigue" where the HUD for the commander had 3 buttons so you could build on 3 levels of the planets - Underground, Ground Level, and Space. Only for NS2, it would be an option to expand gameplay to elevations and still allow building on multiple levels.

Things that would need to be incorporated to make the change:
<u>Entity changes</u>
commander_camera - needs extra definition: multi_level #1~5
minimap_extents - needs extra definition: multi_level #1~5 (Bakes 1 minimap for each level)
team_location - needs extra definition: multi_level #1~5 (for where the commander_camera should start and which switch should be pressed initially)

<u>Group Changes</u>
ML1, ML2, ML3, ML4, ML5 - Each would have the appropriate props and face brushes for each elevation, of which the props that shouldn't be built on should still go into the CommanderInvisible.

Proposed screenshot: (single elevation map)
<img src="http://img801.imageshack.us/img801/6089/multistagelevels.jpg" border="0" class="linked-image" />

Comments

  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    I like the idea a lot. I'm sure some really creative map designers can do it without it being just a stack of rooms like in an apartment building
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    It is a nice idea and I like it.
    But I am sure it would do it way to complicated for the Commander.
    Think on multiple attacks and requests on all 3 levels each on a other side of the map.
    It would be just to much! Or you need 1 Commander for each Level.
    I could be a Hardcore Multiple Commanders Mod.

    So -1 in NS2 (but +1 as MOD)
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    edited August 2011
    Without something like this there will never be a bridge-like object that the commander will be able to build under.. I guess in NS1 this was handled by just skewing your view off to the side, but for any large piece of architecture that extends over another level (which right now is just avoided) there;s no way to build underneath it if the design of the level so happens to want to include something like that.

    I understand your points about medpacking quickly across levels but then scenarios where 2 elevations that are closely coordinated (i.e. where you'd build a forward armory and where an alien hive is) should then be avoided - if these places are on the same elevation it shouldn't be much of a problem. Also though, this should be avoided as much as possible anyways - it's just a feature if you're having trouble placing something on a lower level than the level you're on.. I mean the alternative is that there's no elevation change at all other than linear kind of ramps :P

    I made a quick modification so you can see what it would look like if another level was available to be selected:
    (If it were selected it would be brightened)
    <img src="http://img42.imageshack.us/img42/6687/2011072200002.jpg" border="0" class="linked-image" />

    Actually now that I think about it though.. it is a little confusing because people might use it poorly so idk :\ it was just an idea.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    edited August 2011
    I know what you mean, I had wanted to create a decent size level made as a space ship with multiple decks, but sadly that wouldn't work because the commander view would be screwed =\ unless going to a lower deck meant sacrificing aid from a commander in order to obtai na different benefit.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'm not sure this would work in NS2, but I think it would be great for a mod.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    I actually had hoped UWE would've sorted out the elevation-limitation NS1 had for NS2, it certainly seemed like a good opportunity (new engine and all).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2011
    Hmm, more maps (multiple levels) to keep an eye on. You just want to drive commanders insane! I see trough your plan here! I've never really seen a multilevel RTS, you sure this is not going to make everything confusing instead of more "fun"? I can amagine it going to hell in a hand-basket with loads of things going on, onscreen
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I've thought that something like a two-level map could be done by having a "main" floor and then allowing up to one other floor which the player/commander could see by holding "shift". Any more than two levels is just too complicated to implement (technically) and would seriously reduce playability for both the commander and regular players.

    With this in mind, as long as the levels aren't on top of each other, you <i>can</i> build multiple levels on a ship. Just leave large enough areas between the rooms/hallways of one floor for those of the other floor.
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    edited August 2011
    <!--quoteo(post=1870976:date=Aug 24 2011, 03:57 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 24 2011, 03:57 PM) <a href="index.php?act=findpost&pid=1870976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm, more maps (multiple levels) to keep an eye on. You just want to drive commanders insane! I see trough your plan here! I've never really seen a multilevel RTS, you sure this is not going to make everything confusing instead of more "fun"? I can amagine it going to hell in a hand-basket with loads of things going on, onscreen<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's 2 buttons............ mostly.. I just suggested support up to 5 levels if people really need to be stretching a map that far up/down ever - for instance if there's ever teleportation entities, you can just quickly go to a new world looking level that your team has teleported to and aid them from there - but really it's just below your main base so the camera just hides (& makes the upper level "Marine Start" transparent), then zooms in, passed marine start into the teleported area where the team is then awaiting orders.. this is one example of when you'd need 5 or so levels.. it is rare though and 1 level is usually enough. If elevators are implemented though there could be some interesting play with elevation changes too.

    The thing about it though is that marines are ranged and can be self-sufficient with just an armory placement rather than medpacks and ammo (at this point, I'm sure in the future armories wont give armor) however, if a marine did call for ammo why are you fumbling with the minimap when you can just press spacebar anyways? Perhaps it could automatically go to the level that the marine who radio'd was on.. or even hotkeyed buildings for that matter :P

    It's special case anyways - it's not like every map is going to feature some crazy elevation change and large portions of maps covering enough that this would have to be used. It would however be useful in cases where there are 2 floors of a building or a biological structure of some sort that twists around and goes deep under a marine base, where portions of the base and the cavern cross.. at which point it's the level designers job to decide the point at which the commander can drop cysts/buildings on one elevation to the next.

    Actually if the elevations and cameras for it worked on the grouping system in builder - you could have shared elevation (i.e. 1 ramp that is both elevation 1 and 2, so that no matter which elevation stage you had selected, you could drop stuff on it)
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1870976:date=Aug 24 2011, 12:57 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 24 2011, 12:57 PM) <a href="index.php?act=findpost&pid=1870976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm, more maps (multiple levels) to keep an eye on. You just want to drive commanders insane! I see trough your plan here! I've never really seen a multilevel RTS, you sure this is not going to make everything confusing instead of more "fun"? I can amagine it going to hell in a hand-basket with loads of things going on, onscreen<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd actually see something like this making multiple comms useful. You could designate a comm to each level. However, for this to work effectively, I'd think you'd need to build the game around the concept rather than attach it to NS2. That's why I think it'd be an interesting mod idea.
  • EldorwanabeEldorwanabe Join Date: 2011-08-09 Member: 115107Members
    I think in the end this would work only for larger groups where marines can spare a second person to be comander. Even then, I see this being too complicated for marines in the long run, giving the advantage to the aliens.

    What I would like to see are more catwalks and layers on a single lvl, just to give more variety to the landscape (vs. flat ground with corners and things to hide behind)
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1872063:date=Aug 30 2011, 01:25 PM:name=Eldorwanabe)--><div class='quotetop'>QUOTE (Eldorwanabe @ Aug 30 2011, 01:25 PM) <a href="index.php?act=findpost&pid=1872063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think in the end this would work only for larger groups where marines can spare a second person to be comander. Even then, I see this being too complicated for marines in the long run, giving the advantage to the aliens.

    What I would like to see are more catwalks and layers on a single lvl, just to give more variety to the landscape (vs. flat ground with corners and things to hide behind)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Try NS2_triad26
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    It looks like some of the game mechanics are now depending on there being only one level in the map -- that is, a 2D plane is being used to calculate certain information, rather than 3D ray tracing. So, it looks like this isn't even going to be an option, without reworking these assumptions.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    My major problem with this is actually not to do with the suggestion, and instead to do with the fact that large elevation changes are incredibly hard to make practical.

    If you use an elevator, they're incredibly campable.

    If you use stairs, they're also incredibly campable and at best, they're a long corridor with unavoidable excellent cover at the top for whoever controls it.

    Unless you use very large, shallow transitions, multi-level combat just turns into a huge campfest around the level changes, they're certainly the weakest point in any level design that uses them.

    I don't really think it adds anything worth the trouble either, it's not like you're really stuck for space and have to pack things on top of each other.
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    This wont work because UWE coders are lazy. They could have worked this into NS1 as well, but they didn't. As a commander the player had to look to the side to build under something and the map designers had to make that ###### as flat as they could. I'm sure they might be able to work it in at somepoint, hopefully. You should do a use case diagram or a UML design doc and email it to them. Might get their attention.
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