Question about ns map limitations

hardy_weinberghardy_weinberg Join Date: 2002-03-27 Member: 357Members
<div class="IPBDescription">Just doesn't fit in mapping section</div>1) is more than one floor possible? can a ventilation shaft cross above a hallway?
2) will aliens be able to operate lifts?
3) can there be a skybox?
4) can there be "swim-able" water (deep enough)?
5) can there be team-specific doors? like a "biological" door [ok, fine, a "sphincter"] that opens up for aliens only and a hydraulic door that only opens up for marines?
6) can there be map-specific objectives? or are they all "eliminate the opposing team"?
7) why is there braille on drive-thru ATM machines?

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    1) No. The upper levels would get in the way of the commander's view. If you want to put a duct above a hallway (Assuming you mean "through it" up near the ceiling... make sure the section that passes over the hall is a func_seetrough set at around 50-100. Or lower/higher, depeding on taste. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    2) Yes. As well as any other buttons.

    3) It's legal. Just make sure you stay away from large outdoors areas.

    4) Yep.

    5) I don't think this is supported yet... could be wrong though. (ACTUALLY, you could make it work with a func_presence set to whatever team you want..)

    6) At this point maps should be kept to the standard Marines vs Aliens, hive and building gameplay... trust me... It's not boring or anything.

    7) /blinks hehe <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    8) The <a href="http://www.natural-selection.org/MappingGuidelines.htm" target="_blank">NS Mapping Guildlines</a> should get you started if you haven't already taken a look.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    As to vents-over-hallways, go for it.  I have my commander-height set at the gap between the level itself and the vents, well, most of them.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Plaguebearer+April 07 2002,20:26--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Plaguebearer @ April 07 2002,20:26)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->As to vents-over-hallways, go for it.  I have my commander-height set at the gap between the level itself and the vents, well, most of them.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    That is definitely not a good idea.  The way you described it means that there has to be some little area of the vent which crosses the commander's height.  Because of this, the commander could get into that little area.  If he's in the area where the vent is, an alien could kill him.  I think.

    Just, don't so it.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I think I know what you're getting at, Greedo... In other words, there will be some point that the vent will have to descend down to the hallway (or map). Otherwise they'd just be a maze up above the level.

    This little instance of it crossing through the commander's height is a no-no.

    Though if hidden with filler brushes, I don't see any reason why you couldn't put one <i>under</i> a map/hallway.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    As for team specific doors....

    They're nothing but l4m3r aids. Be -very- very careful when using them. And never block off an entire section of map, even a small tiny bit of vent, to any team.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    OK, some clarifications.

    You CAN have vents cross over hallways, but just keep it to a minimum.  This is done on bast on the right sight of the red hallway near the marine start and it doesn't seem to get in the way.  Just don't have lots of them and don't make them too big so they obscure and/or frustrate the commander.  I would not recommend Plague's method, but if you can make it work, more power to you.

    Please don't use team-specific doors.  You might be able to get it to work with trigger_presence or some other method, but they seem quite against the spirit of NS.  I will not be adding any code (in the forseeable future) to make this work, or to compensate for the team-killing that results.  Please, for the aliens' sake, just don't do this!
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    func_seethough is a big help <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Kill the commander?  I was under the impression that killing an invisibile, intangible target would be kind of... difficult?
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    What, you mean you've never seen god in a deathmatch before?... pfft...
  • hardy_weinberghardy_weinberg Join Date: 2002-03-27 Member: 357Members
    thanks guys!  your suggestions and answers really help.  i'm not a very experienced mapper--i know the basics, but i don't know how to create special effects and the *oomf* that makes the atmosphere in NS so great.  where should i start?
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Contrast!  in lighting, in archetecture, in infestation...  In Everything.   The general mood rules should be mood of safety nearer to the marine spawn:Lighter, little or no infestation.. bla bla bla.  TOwards the hive rooms should be feeling of danger: Darker in general, more infestation, posslible red lighting, closer tighter space, and that kind of thing.  But always remember your contrast, or Mr. Kenbanks and a few others will give you a beatdown  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Sign In or Register to comment.