Ns_xiandersgate

BioHazBioHaz Join Date: 2002-02-18 Member: 226Members
<div class="IPBDescription">Design doc, give 'er a read...</div>Spent a few hours and came up with this doc and layout, which are located <a href="http://www.biohaz.net/NS/NS_XiandersGate.htm" target="_blank">Here</a>.  I may end up adding some more areas to the north and maybe even south of the map to give it some more room to play in, it kinda ended up a little tighter that I had imagined.  I also havnt quite figured out a scale, but the overall size of this is going to be pretty big.  Should be ample space for a Lvl5 to play in at least.  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

I await your <i>[comment/suggestion/critizism/flame]</i>.  

And be honest.

Comments

  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    ok, honest u said, honest u get.

    The layout.. I really like that vent placement, although it might be just a little hard for a commander to see a marine inside that vent, but u never know, and since it is placed in the floor, marines will have instant access to it, right? (meaning no alien-only)

    Maybe I should rename myself to Mr. R-Speeds.. but if a marine were to open that door in the storage, the weldable yellow one.. the enourmous r-speeds.. ugh..., maybe if u made it a rock-tunnel instead, and placed some high "mountains" inside it, to brake the long viewing distance and thus, hopefully making r-speeds acceptable..

    Office.. why the large amount of rooms? seems no reason to go in there, maybe remove a few, and put a large hole in the floor/roof leading into some vents?

    start building a little, and show some screens, makes it all easier =)
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    <i>Yellow Icons are doors that have been severed from the control net, but can be opened locally.  They can also be welded</i> - This can not be done right now. Currently, the commander can activate anything in a map, so you can no have doors that he can not open.

    As for the layout, well, your hives are too close together for the marines, they can hop quickly between each one. THe office area does need work like he said, all those empty rooms, and one one vent and one extrnace in is not a good mix <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> I would say more, but it is almost 5am, and I need to sleep.
  • BioHazBioHaz Join Date: 2002-02-18 Member: 226Members
    Good stuff so far.

    Those empty office rooms are just there for atmosphere.  Ill probably make less accessable and one of them that is over the ventline have a hole in it.  And I thought that if I made the vent small enough, a crouched marine could not get into it but a Lvl1 could.

    <!--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-->Yellow Icons are doors that have been severed from the control net, but can be opened locally.  They can also be welded - This can not be done right now. Currently, the commander can activate anything in a map, so you can no have doors that he can not open.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    At least now I have to take this into consideration as well.  I read somewhere that you could make a switch not commander controled if you gave it a bizzare name, but that couldve been changed.

    Keep it coming guys  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I -think- (though I'm not entirely sure, as I'm not a mapper) you can make a door opening dependant on a marine being within a trigger_presence right in front of the button, and it won't open.

    I know I've seen elevators in game that are triggered with trigger_presence, and they are not hackable. Don't know if you can do the same with something with a button.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    You can make a door requiring two marines to open (i.e. two buttons); then the commander won't be able to use it.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    You could multisource it to an env_presence and a button on the wall, too, couldn't you?  That way a real live marine has to stand there, AND press the button.  That would require only one person to do the opening, and still prevent the cmdr from doing it, right?
Sign In or Register to comment.