Random Marine Spawn Point?

RED_NEDRED_NED Join Date: 2002-08-10 Member: 1131Members
The NS mapping guidelines state that 3 hives and 1 commander room are necissary for your map to work. What I was wondering is whether you could make for example 2 commander rooms then when the players spawn have all but 1 random marine spawn close off, either through a series of doors or walls closing over the entrances.

Am i right in thinking could use wall toggles and/or doors to prevent access or the commander seeing to the other points? You wouldnt need so many hives/commander rooms, it would just add a bit of variety each round.

Is there a way to make the marines all spawn in the same random room? or will they be split between the 2 spawn points and some would be trapped <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> If thats so, can you have a recon point in a map for example, where some spawn points are in a bunker nearer the aliens? it would make the marines job a bit harder i admit, looking after 2 groups. maybe the recon team could be used to scout out the hive at the start? or intercept those skulks who love to rush the base at the beginning of the game.

another thing i want to try is whether or not func_tanks work in NS. for example, an overrun battleship that has some active cannons that have to be deactivated to get to a resource node, and you can activate it to help defend points.

anyways cheers!

Comments

  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Still no replies after two days? Oh well, guess I'll try to answer these questions.

    I'm sure you'll manage to make one room inaccesible and invisble. Don't know if the commander can still build there though. Don' know why you'd want to do this though.

    To get all players to spawn in only one of the two rooms you could try killtargeting all spawns in one room when the level loads. Trigger_random comes to mind here. If that doesn't work you could use trigger_teleports (one for each spawn or you'll get telefragging) to instantly teleport players spawning in the closed off room to the other one.

    This seems rather useless to me without two possible locations for the command console as well. Perhaps you can place two, just try, and kill one at gamestart. Or leave it as a backup.

    You could use a recon room, but will probably only confuse the player that was trying to become commander. If you don't want it to be used during a distress beacon you'll have to use the methods described above.

    And just try out the func_tank yourself.
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