The Art Of 2 Command Consoles....
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Is this working or not?</div> The idea is simple:
<b>Make a map with 2 command consoles in 2 different rooms and set marine Spawn in between of them.
So Marines have the choice between 2 Command Consoles, if they have choosen one of them the other cc will be "shut down".</b>
The command consoles will have a different design, and the paths to the rooms will be so different that the gameplay depends on the choosen cc. (you will have 2 maps in one)
To enable the "choosig feature" make a special double-door infront of each command console ...
Image (side view): <b>cc1__door1back_door1front_____spawn______door2front_door2back__cc2</b>
(this is not shown on the bottom mimimap. because the doors just lock the small CC room and not a whole big room)
...with the following behavoiur.
Opening one of the front doors opens both front doors at once AND deletes the toggle to open the other back door AND deletes the toggle to open any front door.
Front doors, once opened, stay open.
If you open door1front you have choosen cc1 and door2back will stay close.
If you open door2front you have choosen cc2 and door1back will stay close.
You dont need the front-doors as "doors" really, but you need a visual feature to se wich cc has been choosen.
double-door simply prevents abusing this system (open the door to both ccs at once).
the back doors of course don' t need to lock the whole cc-build-area. they just need to lock the cc (cc room) itself. The cc-build-areas get locked by (killable) func_nobuilds.
<b>Small problems...</b> so called "features"
- The first marine spawn is in between of 2 potential marine bases and so a little apart.
If marines dont stick together from the start they will be an easyer meal for rushing aliens <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
the alien disatvantage is that they propably rush the wrong, empty cc room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Plus; it makes the "destress call" a little funny and realistic.
-> Small timing-ballancing problems will happen.
- if you have 2 CC from the start, you have 2 circles you can place anything in (respawn platforms , research buildings...).
The only way to prevent this are func_nobuilds that get "killed by (toggle) target".
-> resource nodes must be far away from cc or you will have a whole room lost. if not its "just" a half "nobuild"-lost room.
<b>Bigger problems</b>
1) If you have 2 CC on your map from start, you meed do build them/one up before you can use it + you dont get the first free ressource node build from the start.
This is a huge disatvantage of time and ressources for marines at the beginning.
2)To make aliens winning both CC build places must be destroyed.
3)this is a HL mod, arent ppl to stupit to understand all this?
<b>how to solve bigger problems?</b>
1)When marines need more time at the begining aliens should need it, too.
This means placing the alien respawn points away from any hive (!) or make other deelay-causing-stuff to walk through the map.
Marines need a "kind of tripple ressource point" this means each base has 1,5 ressource points in range. were the "half" is in between of both bases.
But wont marines then just build up poth rooms as soon as possible?
No, not if the func_nobuild of the other room(!) gives marines a too big disatvantage towards aliens, wich depends on map design....
To make marines sticking together till a base is build the ability, to see both cc_areas through glass windows from the marine_spawn, is necessary.
2)I can make a laser that kills the other CC if one of the ccs gets destroyed, or the back door of the other CC just opens to give marines a last chance.
3)not with a logic story and sound messages.
marines landed there bercause their ship is infected and this was the nearest outpost for supply. Too bad aliens already been there and destroyed most stuff. There is not enough energy to support both CC-stations.
message: "reactor failure, not enough energy, please switch energy support." + "energy support switched, [other] main room shut down" (one room is now bright and the other is much darker).
maybe you can weld-repair the energy-reactor (behind the hives) and both cc station-rooms get enabled.
<b>any more problems or fixes?</b>
rooms and paths will be completely different than on this pic. ressource and start points are important here.
<b>Make a map with 2 command consoles in 2 different rooms and set marine Spawn in between of them.
So Marines have the choice between 2 Command Consoles, if they have choosen one of them the other cc will be "shut down".</b>
The command consoles will have a different design, and the paths to the rooms will be so different that the gameplay depends on the choosen cc. (you will have 2 maps in one)
To enable the "choosig feature" make a special double-door infront of each command console ...
Image (side view): <b>cc1__door1back_door1front_____spawn______door2front_door2back__cc2</b>
(this is not shown on the bottom mimimap. because the doors just lock the small CC room and not a whole big room)
...with the following behavoiur.
Opening one of the front doors opens both front doors at once AND deletes the toggle to open the other back door AND deletes the toggle to open any front door.
Front doors, once opened, stay open.
If you open door1front you have choosen cc1 and door2back will stay close.
If you open door2front you have choosen cc2 and door1back will stay close.
You dont need the front-doors as "doors" really, but you need a visual feature to se wich cc has been choosen.
double-door simply prevents abusing this system (open the door to both ccs at once).
the back doors of course don' t need to lock the whole cc-build-area. they just need to lock the cc (cc room) itself. The cc-build-areas get locked by (killable) func_nobuilds.
<b>Small problems...</b> so called "features"
- The first marine spawn is in between of 2 potential marine bases and so a little apart.
If marines dont stick together from the start they will be an easyer meal for rushing aliens <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
the alien disatvantage is that they propably rush the wrong, empty cc room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Plus; it makes the "destress call" a little funny and realistic.
-> Small timing-ballancing problems will happen.
- if you have 2 CC from the start, you have 2 circles you can place anything in (respawn platforms , research buildings...).
The only way to prevent this are func_nobuilds that get "killed by (toggle) target".
-> resource nodes must be far away from cc or you will have a whole room lost. if not its "just" a half "nobuild"-lost room.
<b>Bigger problems</b>
1) If you have 2 CC on your map from start, you meed do build them/one up before you can use it + you dont get the first free ressource node build from the start.
This is a huge disatvantage of time and ressources for marines at the beginning.
2)To make aliens winning both CC build places must be destroyed.
3)this is a HL mod, arent ppl to stupit to understand all this?
<b>how to solve bigger problems?</b>
1)When marines need more time at the begining aliens should need it, too.
This means placing the alien respawn points away from any hive (!) or make other deelay-causing-stuff to walk through the map.
Marines need a "kind of tripple ressource point" this means each base has 1,5 ressource points in range. were the "half" is in between of both bases.
But wont marines then just build up poth rooms as soon as possible?
No, not if the func_nobuild of the other room(!) gives marines a too big disatvantage towards aliens, wich depends on map design....
To make marines sticking together till a base is build the ability, to see both cc_areas through glass windows from the marine_spawn, is necessary.
2)I can make a laser that kills the other CC if one of the ccs gets destroyed, or the back door of the other CC just opens to give marines a last chance.
3)not with a logic story and sound messages.
marines landed there bercause their ship is infected and this was the nearest outpost for supply. Too bad aliens already been there and destroyed most stuff. There is not enough energy to support both CC-stations.
message: "reactor failure, not enough energy, please switch energy support." + "energy support switched, [other] main room shut down" (one room is now bright and the other is much darker).
maybe you can weld-repair the energy-reactor (behind the hives) and both cc station-rooms get enabled.
<b>any more problems or fixes?</b>
rooms and paths will be completely different than on this pic. ressource and start points are important here.