Is This Possible?
kolokol
Join Date: 2002-11-18 Member: 9166Members
<div class="IPBDescription">to do with split levels</div> Is it possible to allow the commander to build alternately on an upper level and the level below?
E.g. a transparent floor that one second can be built on and next second vanishes to allow strutures to be placed below. The trick is of course that I want the floor to appear solid at all times to the rest of the players, but to the comander is altenately visible to allow building below.
One way i can think of to do this is make a glass floor invisible to the comander, then have another floor toggled on and off. Would I be able to place buildings on it though?
E.g. a transparent floor that one second can be built on and next second vanishes to allow strutures to be placed below. The trick is of course that I want the floor to appear solid at all times to the rest of the players, but to the comander is altenately visible to allow building below.
One way i can think of to do this is make a glass floor invisible to the comander, then have another floor toggled on and off. Would I be able to place buildings on it though?
Comments
The problem, in terms of coding a multi-level map is that the commander has enough trouble keeping track of all his marines as it is. Can you imagine having to track players on multiple levels? It would be impossible.
You can create the illusion of multi-levelled environments without it actually being multi-levelled. Using elevators and stairways that always have entrances at opposite sides you can make the player believe they are playing a multiple level map.
Hope this helps.
If a player calls for aid, a number would appear besides him so the commander knows which floor that specific player is located on.
Or maybe instead of using different buttons for different floors, you just use a scroll down and scroll up key.
Just a thought.
If a player calls for aid, a number would appear besides him so the commander knows which floor that specific player is located on.
Or maybe instead of using different buttons for different floors, you just use a scroll down and scroll up key.
Just a thought. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Such things have been discussed quite extensively. It's been decided that it's simply much easier to just have no level-over-level.
Anyway, there's always NS:Combat if you want that sort of thing.
They've pushed limits on the X and Y, but maps rarely go very far in the Z dimension. If it weren't for the fact it'd take a week to compile and you have limits on leafs, brushes, and faces, and such, you could fit multiple Tanith's above and below each other.
that would be fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
but i guess the halflife engine is not made for this.
It might be possible to do it. Limitations are meant to be over come when you have good reason to break the mold IMO =)
You would have to of course tie it to an event (like a timer? an elevator hitting a corner? or button near the com chair).
Basically if you worked at it you might find a loophole that could make it possible such as this. It isn't something i would suggest for the beginning mapper. In addition you would have to tell the players about it so they know and dont get confused.
Quite annoying actually... you know how there's some spots where you can see a ledge, but also see the floor? Or see a huge vent, but also part of the floor? Should you build anything in the vent, you can no longer build in that buildin'gs build radius on the floor... I think that might want to be removed or fixed or whatever..
Level-over-level is definitely frowned upon for ns_* maps, but if you're not aiming for "Official" status anyway, I'd say coming up with a playable multi-level map would still be pretty cool, and would probably enjoy decent rotation on the custom map servers.
My question is this: is level-over-level frowned upon for co_* maps as well? To quote the guidelines:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Avoid Level-Over-Level - Natural Selection's commander mode places special limitations on its level designers. The largest restriction is the inability of maps to have rooms over other rooms. If one room is built on top of another, the commander can't give orders in or see into the lower room. Because of this problem, overlapping hallways and areas that cross over other areas should generally be avoided.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It sounds like the discouragement of level-over-level is entirely based on problems for the Commander; since co_ maps have no commander, does the restriction still apply? I'm working on a co_ map at the moment, and there are a few places where I'd really like to have some tunnels pass directly over and under a room, etc.