Alien Random Start and Harvester Death
zombiehellmonkey
Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
<div class="IPBDescription">proposal to make it easier for mappers</div><b>I feel that the requirement for the resource node and tech point to be within a certain distance of each other as too much of a design constraint for mappers</b>, i.e, if the resource node is too far away from the hive in an alien start, then the harvester dies because it is not connected by the hive's infestation.
I'd like to propose an alternative, and if other mappers agree then we can talk to the development team about implementing it.
What if the alien (starting) Harvester stays alive automatically if it is within the same Location as the Hive? This will give mappers more design freedom to be creative with their room layouts, rather than being forced to plant the tech point always next to the resource node <i><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->so random alien starts don't have a suicidal harvester<!--colorc--></span><!--/colorc--></i>.
Tell me if you think this is a better idea as it will help preserve many of the current maps.
I'd like to propose an alternative, and if other mappers agree then we can talk to the development team about implementing it.
What if the alien (starting) Harvester stays alive automatically if it is within the same Location as the Hive? This will give mappers more design freedom to be creative with their room layouts, rather than being forced to plant the tech point always next to the resource node <i><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->so random alien starts don't have a suicidal harvester<!--colorc--></span><!--/colorc--></i>.
Tell me if you think this is a better idea as it will help preserve many of the current maps.
Comments
I think your solution is worse than the current one because it restricts mappers to have the starting rt and hive in the same location entity which some mappers might not want to do.
I have one that travels half the room automatically.
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I'm having problems with the elevation issue, but I'll see if I can fix it with the pathing.
As far as I understand the Waypoints are no longer used and they went with a auto generating mesh system- See--> <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115160" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115160</a>
I did this test on a level I am building just to play with cinematics in, so I don't have any of the waypoints, air or ground in it. The Mapping Guide-lines really need some love (Hint, Hint). Problems with the Pathing System are the only thing keeping me from testing Clandestine.
I'd love to see some more control other then setting props to be used for pathing or not and geometry... Like perhaps some new groupname that makes geometry invisible like the collusion mesh. Heck the collision mesh could maybe even be used for this as it is in there doing something quite similar already... You could then use that to fix the problem areas without actually having to change the visuals, by placing new props/geometry or moving props/geometry around :/
I guess there are some instances where you don't want the collision geometry used for pathing setting though... So a new group would definitely be better...
Too bad noone seems to apply for their open Tools Programmer position :/ There is only so much one man can do at a time. People are crying from every direction right now.
Not to go off topic here but a majority of people bought into the pre-order under the posted release date of fall 2009 so the cries are validated. All we can do is wait patiently and check in on each patch to see what's fixed and what's broken and report in to help pinpoint issues.
Back on subject: I can't figure out for the life of me why the official maps don't have pathing issues .