Quick question

IncaInca Join Date: 2002-04-29 Member: 540Members
<div class="IPBDescription">About commander view</div>I'm new here, so this may have been addressed before. Anyway, here goes.

I have read the NS mapping guidlines, and it seems to state that a marine is never supposed to leave the commanders view.

However I was wondering if it would be OK to use an env render and a trigger to change the opacity of a filler brush. This could work so that the commander sees nothing where a secret vent is. That is, until a player walks into it, at which point it would become visible to the commander.

Comments

  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I don't see any reason why that wouldn't or shouldn't work.  It's a clever idea, really.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    do I sense "Fog of War" and "Exploration" abilites opening?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Very nice idea!

    If we trigger it with trigger_presence, we can make it so that the commander can see it only while it is occupied. Now, that seems like a double edged sword, but...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    It is a good idea, but honestly I can't see much point. The commander can't see aliens unless marines can see them anyway, so vents would just appear empty until a marine was around anyway.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    It is my understanding that alien vents have no need to be covered with filler brushes in the first place. I think that the commander sample maps that come with the nstr2 are really just using a vent as an example. I could be wrong though.

    But yeah that is a wonderful idea if you do choose to cover your vents. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • IncaInca Join Date: 2002-04-29 Member: 540Members
    Great <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    But about the Alien vents, are they going to have a func_teamblock or something that will block particular teams from going places. As it stands, it seems to me there is nothing stopping marines with jetpacks getting into the "alien only" vents. I also think that the alien only vents should be hidden from the commander because it allows the aliens to have more of a surprise value.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    No. Vents should not be blocked in any way. Otherwise you could have lamers AFKing in vents prolonging the game indefinitely.
  • IncaInca Join Date: 2002-04-29 Member: 540Members
    Damn, how could I forget the lamers. Sorry for that idiocy <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    fog of war!  great idea!
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The current situation about filler brushes is thusly:

    Forget about them until we decide if they're worth it or not.

    After 4 weeks now of playtesting, its apparent that when in commander mode, you really don't give a monkey about just how asthetically pleasing the map looks from above.

    The use of X amount of brush entities and Y increase in r_speeds just doesn't seem justified to only give a small visual improvement in commander mode.

    Obviously, some things still require to be 'tweaked' for better visibiility in commander mode, but ultimately you shouldn't have to worry about it.

    It's not really worth covering vents up, as any commander who's played the map will KNOW they're there anyway.

    Alien-only rooms don't need to be covered up either because there's no advantage to being able to see a room but not knowing what's in it.

    func_seethrough rules still apply - if something gets in the way of the commanders view, func_seethrough it!
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    <!--QuoteBegin--Merkaba+May 01 2002,06:59--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ May 01 2002,06:59)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->It's not really worth covering vents up, as any commander who's played the map will KNOW they're there anyway.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    But if you can't see into it until a marine is there, then how would you know there isn't a hord of bob's in there unless you've got a marine in there already and they... appear... as... red... blips...

    eheheheheheheheheh.

    I see your point about it being obsolete, but it would be a cool effect nonetheless.


    Don't you love it when you try to debate something and you lose to your self?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I tried implimenting filler brushes on NS_NEXT.  They always seemed to be included in the 'visble packet list' so my old error with 'too many entiities in visible packet list' returned.  I did look better though...

    * Flushes filler brush guidelines down the loo *



    <!--EDIT|ChromeAngel|May 01 2002,17:42-->
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