Commander mode -- detail rooms
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Little idea from the quirky squirrel...</div>Perhaps this has already been brought up to some extent, but I thought I'd share this thought with you anyway -- forgive me if it's old news.
I was just thinking about adding a little more depth to the game from the Commander point of view... and one thing I thought of was adding "Detail rooms" in between and next to corridors and the like... Just to give that extra sense of something actually taking place in the scenery of the level. Perhaps some bob vents could even run over/adjacent to such rooms. I'm sure that's an old concept to most of you.
HOWEVER, my idea involved the minimap... Rather than having these side rooms, if used, still show up in the minimap and confusing the commander, I was wondering what the possibility would be of having some way to block these side rooms out of the minimap? That way the commander would only see viable pathways in navigating the minimap, but would still have the sense of depth that would lead to (hopefully) greater immersion in the game.
Just a thought, I plan to have one or two such rooms in ns_veil if possible, and I thought I'd share the concept with you if such an idea hadn't been shared already.
Also, from what I know about the new commander mode, adding these little detail segments in between rooms could help prevent the 2-dimensional wall appearance that you can get while looking down on a map. Lemme know what you think, and please slap me around accordingly if I missed this idea posted before...
I was just thinking about adding a little more depth to the game from the Commander point of view... and one thing I thought of was adding "Detail rooms" in between and next to corridors and the like... Just to give that extra sense of something actually taking place in the scenery of the level. Perhaps some bob vents could even run over/adjacent to such rooms. I'm sure that's an old concept to most of you.
HOWEVER, my idea involved the minimap... Rather than having these side rooms, if used, still show up in the minimap and confusing the commander, I was wondering what the possibility would be of having some way to block these side rooms out of the minimap? That way the commander would only see viable pathways in navigating the minimap, but would still have the sense of depth that would lead to (hopefully) greater immersion in the game.
Just a thought, I plan to have one or two such rooms in ns_veil if possible, and I thought I'd share the concept with you if such an idea hadn't been shared already.
Also, from what I know about the new commander mode, adding these little detail segments in between rooms could help prevent the 2-dimensional wall appearance that you can get while looking down on a map. Lemme know what you think, and please slap me around accordingly if I missed this idea posted before...
Comments
Only problem is more coding, so if it does get used, it would have to be in a later release. They would have to code to make it so the commander couldnt try and build/send marines into those empty, useless rooms, and code to block them out of the minimap. I like the idea personally, and it would be cool for a later release I think!
In a post Flyra mentioned the posibility of a NOBUILD brush entity that would be invisible. As you know Commander mode is undecied as yet, but if this methord goes in then you could fill these rooms with Func_NoBuild brushes.
I like the idea, would liven up NS_NEXTs big blocks of blackness to have a room, or illuminated ductwork, furnaces, storage tanks...
Hmm best not give all my best ideas away <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
[Edit] Sorry, I didn't read the other posts before replying and so I just stated what has already been suggested <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Be warned though, adding extra rooms with no real purpose aside from atmosphere should only be done if you are certain it wont interfer with the smooth running of the map.
<!--EDIT|Merkaba|Jan. 30 2002,00:04-->
Of course such rooms will be the last thing I add in ns_veil... Being the polycount nazi I am, you can be assured I'll be doing anything I can to keep polys down.
definitely add some SMALL areas that are out of play but make it viewable to both the player and the commander.
if you don't mind, i'd like to try this a bit in redemption...