Cinematic Openings

Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
<div class="IPBDescription">what do people feel about them</div> For a little project, I learned how to map and started a classic map: ns_sovaan. The Sovaan, a TSA cruiser or something, crashed into an ocean and is now at the bottom. The TSA marines are using a submersible to dock and board, and I was thinking of having the spawnpoints on the submersible, but the CC in an emergency control station, which is just beyond the airlock that the submersible docked with. The one problem I see is if the commander needs to beacon sometime in the game, since all the marines will spawn at the submersible. There are good things and bad things about that though.

Good: has a cinematic feel
Good: marines won't be able to beacon if they're just turtling.
Bad: legitimate beacons could cause more trouble than they'd fix.
Bad: aliens could lame up the sub and any marines beaconing could get killed by OC spam (but then the marines are already losing, if aliens can lame that close to MS)

Thoughts/comments?

Comments

  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    The landing pad on hera is about as far as you can go with a cinematic opening. I would suggest haiving the sub or whatever docked permanently so the marines an walk off into the spawn, Or the could spawn on the dock and watch the sub disapear. Ive got a very nice shuttle which would look so good taking off from the lp on hera at the beging of the round.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    Well if we could toggle spawn points like in sven-coop then this would be quite easy to do but we cant so i suggest use kolokol permently docked idea.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I think I recall similar discussion to this in the escape maps thread. Doesn't the game ignore blocked spawn points? Would it work if you had two sets of spawns, one on a dropship and one in the actual MS, and had triggers to block the first set and unblock the second soon after the game started? Like you could put a trigger on the door from the dropship to close 30 seconds after game start and not reopen and then block all the first set of spawns with a big brush. The only problem might be all of this not resetting properly when the next round starts.
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Hrm... sounds interesting. I'll have to experiment with this. I was planning to have a trigger_presence operate the hatch (from the inside only to prevent chamber spam in the sub), but I could just put a trigger_once at the entrance to MS and have it lock the door and block the thing like you said.
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    I belive it was in combat were they dont spawn if there is something ostruction the spawn. so have a toggable wall thats blue (so you dont see it) and have then swich
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    For the record, I'm trying to get a cinematic feel in my map. The ready room will give the impression of a ship docked at an airlock. When a player goes through the marine start, it will appear to the player that he is on the opposite side of the airlock door, and it will be a short walk to the main room with the CC.

    Now, let's see if I have the skills to pull this one off (considering that this is my first attempt at making a map).
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