Secondary Way To Kill A Hive?

EgoEgo Join Date: 2003-01-27 Member: 12804Members
<div class="IPBDescription">Objective type? hmmm...</div> Currently im working on your generic NS map, 3 hives, 1 base etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, of cource archethture and other such things make it interesting, but im getting to a point where i want to add more.

For example. The sorta story behind the map is that its a Marine Weapons testing facility.

One of the hives is in a nuclear missle silo. It hangs just below a big door and i modled a nuke that sits below it under a cage.

I was wondering how dangerous would it be, to make a complext weldable situation to LAUNCH the nuke destroying all in its path..?

what i had in mind was.

first, a door IN the hive room that when opened lights up lights around the hive and near it ( a warning that someone is tampering with the nuclear place ), with the lights are sirens of some type.

then, once in the door, ( witch opens and closis very slowly ) there is a 60 secold weldable thing. once weldid there is a butten that is revealed. When you hit that button it opens up the missle launch bay and fires off the nuke destroying the hive.

Of course, im trying to make it so its more balanced so that the alien skull can go into that place via a vent of somekind, ( proably not vent because rines can camp in there ), so that a gorge can make O towers in there or something similar.

-- that is dangerous idea #1

#2

Similar to the other one, this hive is on a Particle Beam gun. ( i drew a pic,..cant find, was in Physics class and i may have writen my asignment on it...) There is another COMPLEX weldable situation witch then causes the particle beam to acitvate and ( very pretty like in HL when Gman has to hit the button and makes that preety electricty ) and it particles the hive.

#3

this is just a thing im folling around with, similar to the others, when this trigger goes off, it causes things to blow up, beams to come crashing down etc..



the problem with this, is that once the nuke or beam is set of, im not sure if there is a way so it " resets ". like make a magical nuke just reapper or something <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->... but i think it would add a sort of " secondary objective " type thing to maps?

also fiddling with lights, but lights work both ways, if rines cant see neither can aliens heh.


leme see..hmm.. yea. i think thats mostly what ive been thinkin. A major issue is balance though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->, ex if rines go in and " pre-weld " the weld points so that all it takes is a split second weld and then the button or whatever is revealed..

hehe, just an idea <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->..


- - Ego - -

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Nice ideas!
    I'm not sure about resetting each round though, but it might work!
    In fact, i think it will. Any weldable resets, and that also resets all that it triggers, i'm sure.
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    instead of saying NUKE - which is the nuclear bomb which would wipe out ANY COMPLETE INSTALLATION, you should stick to the MISSILE.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can kill a marine resource tower with a trigger_hurt that does 10,000 damage, and an alien resource tower with only 7,000 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    so you can kill a hive there with a HUGE trigger hurt, probably.

    <i>but i am not quite understanding your reset problem - is it that you want the fx to happen more than once in a map? or that you DON"T want it to happen more than once?</i>
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    It already kinda works in ns_siege00x .
    just try it and let the designer of ns_siege help ur problems.
  • ExerExer Join Date: 2003-02-05 Member: 13167Members
    Great I dea, I love it when mappers are thinking 'outsided the box'. Adding new interesting elements takes it away from the regular maps that we currently have which are pretty much all the same.

    Humm, random marine start? have 2 possible starts instead of one?
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Weldables don't reset after each round... this is why marines playing the 2nd game on ns_hera will have a VERY easy time if the first team welded the doors/vents <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    edited February 2003
    Ooooooh I love this idea! That's one damn sweet weld spot idea, please impliment it! It'll need balancing of course...could you change the room after it happened? Sorta like the missile launches, explodes, and debris is strewn over the place, maybe a few fires lit? Hive can still be re-built but you know that hive took a pounding <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Weldables don't reset after each round...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They don't? I've never seen that Hera issue even when marines had a crushing victory first round and welded everything in sight. If that does happen it might be only on certain servers...

    EDIT: I have noticed on ns_nothing that on the second round the rear vent into the marine base is always welded shut from right at the start (obviously it was welded last game), so I agree that these things sometimes happen.
  • Little_HunterLittle_Hunter Join Date: 2003-01-26 Member: 12793Members, Constellation
    I'm not sure if the weldable reset thing is true. If they "break open" then I think they do reset, since breakables reset automaticly. However, if they "weld closed" then I think a trigger_relay will have to be used to reset them. As for the idea of being able to kill a hive by using weldables, I consitered doing it, but deside it would be unfair. Since if mariens rushed the hive and spawn camped it, they could trigger all the weldables without any trouble.
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