More Weldable Features

NinjaBurgerNinjaBurger Join Date: 2002-11-25 Member: 9931Members
<div class="IPBDescription">for fun and profit</div> One of the most fun things about NS maps is that you can weld things to change the map around. Maps need more of these things -- vents aren't enough.

Tanith's Satellite laser blast thing is a good example of this. Weld and it shoots a laser. I can think of some others that would be fun:

Gravity Control - Weld, and it turns off the primary gravity control for the station, allowing marines and aliens to jump higher.

Ceiling Turrets - Like in the Half-life game, unwelding these would enable automated turrets in some areas to help the marines defend their turf. Could be destroyed by aliens, but tougher.

Airlock - Unweld the airlock, and it opens into space. Aliens sucked out and killed if they come too close.

Conveyer Belt - Weld, and the belt kicks into motion. Makes progress with the belt faster, progress against the belt much slower.

Crane - Unweld the controls and Use them to raise and lower the crane, allowing access to other areas, possibly by moving some crates out of the way of an entrance.

Flood Control - Weld, and one of the hives floods. Aliens could still spawn just fine, since everyone can survive under water for periods of time (and near the hive, they'd heal OK), but this would change the dynamic of assaulting that hive.

Comments

  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    I want to add a weldable footbridge to my map.
    I will have a room with a deep death-pit below it and a weld point on the wall will lower a footbridge from the ceiling allowing marines to pass.
    I would like to make metal catwalks and things func_breakable with a LOT of health so prolonged battles in an area can destroy a route almost completely.
    I really want to make a map dynamic and highly changeable without huge numbers of epolys, currently most of my areas are WELL below the wpoly limit (clocking in at 200-300) so I guess a lot of epoly entities can't hurt.
    I guess the sacrifice for an in-depth bustable map is a hit to detail, but then again I'm not much of a 'detail' person. Still, I won't leave any rooms too bland.
  • MTF5kMTF5k Join Date: 2002-11-28 Member: 10182Members
    Im adding my ideas too.

    Blast doors - once welded it bloocks the entrance to something but cant be opened again ever, even for marines of aliens forcing them to take another route.

    Sprinklers - once welder the whole map starts to pour water (particle effect would look cool) and flood some parts of the map

    Temperature - welder will stop giving oxygen or warmth in that area forcing any living thing to take short damage.

    Pipes - welding some will make a fuse the will blow up a wall.

    Space pod - welding will make that section of the map fly off but can still be rechable my lerks and jetpackers

    Light - welding it will turn on the lights.

    Huge siege cannon - welding it will trigger a monstrous beam that will cut dont anything it touches making it impossible for anything to pass there makin everyone take another path/ welding it will make it shoot the beam and destroy multiple walls (just creating a hole in each wall it went through.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    Had an idea for a few welding fun objects as well


    Autopilotted shuttles:(desigend for NS_Regulon) For the execptionally huge maps. Two docking bays on oppisite sides of the ship, The far (from marine spawn) one is sealed off, welding fixes the airlock allowing a Autopilotted shuttle to ferry troops between the two cargo bays (tracktrain, more than likely turned into a turbolift-esque system).

    Emergency containment systems: (Designed for NS_Darkstar-c) Sections of a map are exposed to space (no grav, no air, sealed by huge doors) Repairing a control panel on the bridge, a thingie in the engine room, and a connection in a corridor reactivates the Emergency contaiment system, (simmilar to the red, translucent walls on tanith), sealing the hole and allowing access through the corridor again, speedong access to areas of the ship.

    "Alien-in-a-box-o-matic" (yet another idea from NS_Darkstar-C) a giant phasegate, along a shortcut to the marine spawn, busted in three places (power connection to rest of the ship, open matainece hatch, broken pipe laying across teleport area) Once fixed, the phasegate becomes commander operated, once used, a force field springs up around the phasegate, Distorted vox activates, warning of "High voltage interdimensional fields", then, the phasegate activates, transporting any living thing on the pad to a observation tank, the only exit is a broken air vent on the ceiling (forces the Onos, gorges, and the Fades to gestate back to skulk or lerk in order to escape) Long delay on uses for phasegate, but ensures, or at least hinders, Rushers from thaink that route

    Plasma shunting: (Designed for NS_Salvage) a few of the skulk-open vents arent "vents" on the map, they are superheated plasma conduits. Normally (READ: at start) they are empty, but marines accessing the emgine room, and repairing a console, seals them off, and activates a plasma shunt, filling the conduits with superheated energy, barbequeing any hapless skulk that happens to be stuck in there. (far more sadistic than just sealing off vents ) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    wow these are all great ideas. I dont know if all of them are playable but thats some imagination there. Should this be in the ideas and suggestions forum?
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    No. Mapping-related 'suggestions and ideas' should go here IMO.
  • pantspants Join Date: 2002-12-20 Member: 11188Members
    that gravity contol one would be cooool <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    It is still related to mapping - so it should go here...

    Ideas and Suggestions forum is for the game itself...like "I want a drivable tank that can blow up every alien in sight" ......that sort of thing
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited December 2002
    Alarm system, Security system - Welding repairs a malfunctioning security system, turning off some red emergency lights, restoring proper power and lighting (a lot less darkness for an entire cooridor or something), and opens a door to some previously unaccessible resource nozzle or shortcut.

    Bridge control - Allows a switch to function that brings a catwalk up between two points, opening a path to a vent/door.

    Access panels - This reminds me of the holoroom in Hera. Basically weld a portion of the wall or floor and it breaks away, revealing a resource nozzle.

    Self destruct - Welding repairs a self destruct system, activating it, but it still fails and only fills a few vents with rubble, blocking some alien pathways.

    Crusher - Welding activates a series of crushers on a vent/conveyor belt, making travels hazardous for aliens.

    The Glass! - In the tradition of Hanz... weld a switch to open a panel, revealing a glass cylinder. Then, shoot the glass to open up another resource nozzle! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->


    There are a TON of fun applications for welding out there.. or maybe even chomping for skulks? Chomp conduits or panels to have the same effect as welding for marines?
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    That would be awesome to have bridges with gaps between major fighting areas that breakable. After so much fighting it would just break and aliens and marines would fall to their demise. That would be so cool.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    When you board an abandoned space station a few things need to be wrong.

    The first has to be always will be primary generator is out. Miminal lighting around level, when activated you get this big hummm and lights and stuff start going on all over the facility and doors that where locked become open.

    Obviously not easy access for marines otherwise that would give htem a huge advantage.

    Gravity is another, certain areas have had something rip through them, a well placed trigger push to such you out and a weldable to lock it down.
  • YardbombYardbomb Join Date: 2002-11-24 Member: 9791Members
    I think a timed self destruct would be cool.
    If you had 3 weldable(chompable) spots scattered around the map, you could activate all three and the ship would have 30 minutes before self destruct/crashing into something (planet).
    Kind of a last resort.

    Maybe airlocks as well.
    Have rooms that when weldeld would seal off from the main area, and would open to space and kill everyone in there.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Here's an odd idea -- a holodeck with a simulation of an area with a lot of cover, and welding a control panel outside deactivates the simulation, thus depriving the aliens of all their cover. You could do this either with a env_render tied to a func_illusionary, or a func_wall_toggle. It'd be interesting to see how making a room safer for marines affects the gameplay.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Wow, that it is pretty good. I think someone should seriously think about that one. Great idea Rhoads.
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    Sorry to go off topic, but were is this weldable feature in ns_tanith that shoots a laser? I've been playing since day 1 and I've never seen it.
  • Brain_CleanerBrain_Cleaner Join Date: 2002-12-22 Member: 11365Members
    Vent purge - welding this would "perge the vent of blockages" so anyone in the vents for say, 20 secounds, would take damage

    Power (lights)- turns on flood lights over an area
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <!--QuoteBegin--Killer Chalupa+Jan 7 2003, 09:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Killer Chalupa @ Jan 7 2003, 09:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sorry to go off topic, but were is this weldable feature in ns_tanith that shoots a laser? I've been playing since day 1 and I've never seen it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    south east of the map were you can see a lot of glass.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Ollj+Jan 7 2003, 03:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jan 7 2003, 03:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Killer Chalupa+Jan 7 2003, 09:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Killer Chalupa @ Jan 7 2003, 09:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sorry to go off topic, but were is this weldable feature in ns_tanith that shoots a laser?  I've been playing since day 1 and I've never seen it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    south east of the map were you can see a lot of glass.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah. Head out the right door of the marine spawn (when facing the resource node in there), then go through the tunnel to the area with the satelite dish. Weld the box on the wall, and watch the laser fun ensue. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • AcdFReAcdFRe Join Date: 2002-12-02 Member: 10356Members
    How bout you guys think about aliens point of view....make it so aliens can knock out a light source....
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    making metal catwalks. and then welding a power generator would electrify the catwalks. muhahaha!
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    Yeah, chomping/welding should go hand in hand unless the map is, by default, geared more towards one side than the other at start... perhaps the marines have better access to things from the get-go and aliens need to open up some vents or somehow slow marine traffic (an electrified catwalk is a good idea, among others) by chomping things.

    Maybe it's even possible to have certain systems go haywire when a hive is built, like the growing infection has shorted something out and a door jams.. or whatever. The marines would either have to weld the door open or weld themselves another route.

    Soooo many options.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    im making a map ns_U.K.E, it has some cool things in it. just started it today alredey got marine start and 1 hive up, ive also built 2 rooms, one room has a button like in hera witch when welded and used closes a load of security doors off(one even blocks an entrance to the marine base), also have a samll outdoor area like in tanith near marine base its got a bunker witch you can weld(build) and shoot out of.

    proberly goning to have more cool stuff in it but got to do a bit more on it first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    my dad deleted my outside area got to rebuild it now (stupid dad couldent feel bothered to save <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> )
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    There are few nice ideas that I was thinking to put my map and probaply I will.
    IMO not all of those are so fun in ns and some of them ruins the gameplay like flooding a hive.

    I really liked the idea welding pipe and it blows up opening some shortcut etc.
    And weldaple lights are not bad either but it might lag the map and the server.
    Great ideas, I hope there is more this kind of stuff coming to maps.
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