New Kind Of Doors, Elevators, Welding And Movement

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited December 2002 in Mapping Forum
<div class="IPBDescription">Because I like them.</div> Some ideas for ineractive Movement and Welders.
As Reference just think at the map with the green Readyroom.

Weldable Bridge:
Welding somewere to build a bridge that makes a shortcut.

Weldable Holes:
A Room were at the best defense places are Holes in the ground were you fall to death.
Just weld them and enjoy.

Welding lookout positions:
A higher position of a Room you can activate by welding.
A "box" in the bottom that moves up after welding for example.

Welding a defense Wall:
Important ressource point in the center of an open room.
But there are 3 walls that come out of the ground by welding (or button) to protect 3 of 4 sides of it.

Welding for fun:
Just some kind of Statue, Picture or whatever that you can destroy (evil company that made aliens) or construct (fake enemy objects) by welding, just for fun.

Dog Doors for your alien pet:
We have gaps in some elevators for Skulks to walk throught.
I wish a map has kind of a dog door (damaged gap in a Door), too:
An obenable door with a gap small enough for Skulks to walk throught even if the door is closed.
That gap could be on top to make it difficult for turrets.
It could be weldable too.

Rotating door with 3 smaller doors:
To have fun with Marines rotating from entrance A to entrance B while Aliens come from C to A.

Disco Fewer:
A round room with a rotating bottom.
Just like a rorating door without wall.

Platforms that move horizontally along a long path with a pathway nearby.

Horizontal escalators:
To move faster in one and slower in the other direction.

Block Door:
The difference to a normal door is that this door is not flat, its a cube or a prism (moving up and down) connecting 3, 4 or more hallways.
Make a hole in the center of that Block-Door to let an alien camp there.

Splitted elevator:
A normal elevator just got splitted into 2 elevators, each hanging on a single rope.
While one part moves up the other one moves down.

2 Damaged doors:
There are 2 different Doors at a room that get switched open and close by just ONE button.
This button closes one door while opening the other and the other way around. (aliens dammaged the switcher)
But theres a second button that needs to get weldered to controll just one of the doors with it.
Once weldered, one button still switches both doors at the same time, while the other controlls one door of them.

Timed door:
A door that drives crazy by damage. It just opens and closes by Time wich seems randomly.
Needs long intervals to make it interestring.
Build something inside to keep it open.
Weld it for closing.

Protection Cylinder Rotating around:
A Ressource point is kinda protectet by a cylinder with gaps inside of it, wich rotates slowly around it.

Seen "Cube"?:
A moving Room at the border of the map, that moves in a circle around the map and stops at some critical positions (controlled by time and not by buttons)!

Zero Gravity elevators:
Just an invisible vertical Box of water textured as Zero-Gravity Elevator. The Zero-G field just has the disatvantage that you can`t breathe inside of it because of the strong gravity field *g*.
....

Its late, tired, ill check typos later...

Comments

  • ctxctx Join Date: 2002-11-02 Member: 4592Members
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    There are other entities to use besides water that can give a Zero-G effect. Like func_push (and I believe there's a gravity-altering entity too, but I'm not sure if NS supports it.)

    Interesting ideas! Especially with the weldable stuff.

    I tend to avoid mapping TOO many nonessential details, however, because every extra entity causes a little more lag.
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    NS does, indeed, support the gravity altering entity. It's in one of the official maps in a 'secret room'. Hera or somesuch.

    Some of them are good ideas, some are just a bit odd for my 'tastes'.
    I would like to play around with gravity altering, perhaps making rooms in which the gravity has failed, or special lowG areas.
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