Doors

CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
edited October 2004 in Mapping Forum
<div class="IPBDescription">Guidelines to improve map playability</div> I was browsing through the Public Beta Discussion Forum when I stumbled upon a campaign (don't worry it hadn't gathered much support) to remove the Commander's ability to open/close doors.

This is pretty much what I posted, taking the "No way! What the hell are you thinking" side of the debate.

Speaking as a mapper I would say that a certain amount of common sense comes into this when designing a map.

1. The speed of the door should depend partly on its size and weight.

2. The damage of a door should depend on its speed, size, and weight.

With this in mind you can see why closing doors to kill Aliens should never be considered an exploit, nor should the Commander's ability to manipulate the internal features of an ns_map be removed. This is an interactive element of the game whose removal would only kill NS playability.

The only doors that should be able to move fast enough to successfully do damage to a player should be doors with substantial momentum. Doors that are only 10cm/3" thick and made out of a lightweight metal alloy wouldn't be able to do appreciable damage to a I-don't-know-how-many-ton Onos. It is, however, feasible that a gargantuan steel door designed to hold against high pressure (/extreme impact etc.), while moving at a much slower speed, could trap and maim a player.

I would hope that this is pretty much common sense when mapping, but I'd thought I'd post it anyway (maybe it should be added to the Official Mapping Guidelines) just in case anyone had, or was thinking of, littering their map with doors doing 10000000 damage. Apparently this is a problem in some of the exisisting Official maps.

If you have any other input on how/how not to use doors in your map, please feel free to air your thoughts.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    The doors in my map do 9999 damage since they are slow/heavie and most importantly use crushingly powerfull oil pressure pistons. The same goes for the elevators. Both the doors and elevators are avoidable since they are slow moving.

    And fast moving doors which do massive damage should not be used since they are almost unavoidable by any player when they are triggered. It wouldnt be logical to have them being able to kill people/aliens while closing, wouldnt that be against the any normal safety protocol <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    This would be a nice addition to the mapping guidelines...
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Insta-kill IMO is a problem, particularly with elevators that you hit the switch THEN run to get on board. (*cough* biodome hive on origin *cough*) The idea is to hurt structures that are blocking the elevator (an equally lame problem) and when you throw in DC's, you need to cause a lot of damage in order to kill the structures. So this leads me to an idea for I&S, in that structures should take more damage from func_doors and func_trains than players. (Implementing would be tricky I imagine though)
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    just another point on the long "checklist to successfully release ns_source to the community". point number 67 from 204...
    so I have to decrease the speed of the doors since they do massive damage. I wont suggest giving the doors lower damage value. there are some problems with the sound when this doors are successfully blocked during movement. sound overflow even crashed our server once XD
    and when I think about it... slowly moving doors are more thrilling. btw I hate the "lets place some chamber to stop this elevator. this might be a gameplay related decision, I dont like it much. so beware: be quick or be flatened <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    and about make a room with a swithces to only acess by comander clikes in this way the comm will rule the facility by automatic door control but the aliens can use the vents or break come stuff to cut the power to thedoor and the door will open and no more comander will can able to close or open so none will can able the door will hold up.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2004
    Carioca says:

    <b>I'm about to make a room with switches ONLY accessible by the Commander, so he will pwn the facility through his automatic door control. The Aliens, however, can use the vents or some func_breakables to cut the power to the door. If they do this the door will remain open for the rest of the game and the Commander will lose access to this door's control system.</b>

    EDIT: This could be quite a good idea if implemented in an intelligent manner. For instance if a Hive was deemed too close to Aliens and you wanted to 'hold them up' without having to completely change the map layout this could work quite well.

    Another example would be a ns_veil-style map where a double res is locked off by one door. The Marines' Commander can feely open/close this door, allowing/negating both teams access to it. The twist comes when the Marines realise they have to take the <i>long</i> (and I mean long) route round to get there, meeting several Alien ambushes along the way. I think I'd prefer that gameplay style to ns_veils, which is pretty much just a dash for the flag.

    Anyway, back on topic! This thread doesn't neccessarily have to be about doors (as the title suggests) but it could include any type of impassible (Commander operable or not) that can help/hinder a team. For instance: When to use vents, when to use ladders and not elevators/lifts. Brainstorm people, brainstorm!

    P.S. I swear when Carioca finally finishes his map it's gonna pwn hardcore!
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Again the best way to solve the issue is to work in from the mapping and from the player intelligence (or lack thereof).

    With that said I think lowering the speed of the func_ brushes or allowing for a delay before trigger would solve many issues.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--QuoteBegin-Kouji San+Oct 13 2004, 01:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Oct 13 2004, 01:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It wouldnt be logical to have them being able to kill people/aliens while closing, wouldnt that be against the any normal safety protocol <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well unless it's supposed to be a guillotine. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> lol
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin--[Kobayashi]-+Oct 14 2004, 02:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Oct 14 2004, 02:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Carioca says:

    I'm about to make a room with switches ONLY accessible by the Commander, so he will pwn the facility through his automatic door control. The Aliens, however, can use the vents or some func_breakables to cut the power to the door. If they do this the door will remain open for the rest of the game and the Commander will lose access to this door's control system. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm glad someone is here to translate for us.

    On-topic, I fully understand your point, and fully agree with it, i very rarely add damage to doors, unless its a door of substantial size (which I have moving slowly)

    Think about it, when you enter a lift irl and maybe your leg gets caught it the door, because you were trying to get in while the doors were closing, it doesnt hurt and crush you, it stops and reopens. I'm sure in the NS universe the same would apply as basic saftey regulations.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    It depends on what sort of environment. If it's a transport ship full of high-paid business men with high-paid lawyers, then sure those doors need to be as safe to use as a baby's rattle! But if it's a facility populated by a bunch of low-paid low-lifes then they're probably not going to worry too much about safety precautions.

    Also you need to take into account what kind of person/organisation owns the installation/ship/etc. If it's someone who either won't part with a penny to save his mother's life or just doesn't give a damn about Health&Safety then you have an excuse for a more dangerous environment. If it's a government-run science facility then they'll probably want to keep their valuable research updated by their valuable science team.

    The latter should never get in the way of the simple playability of a map. By all means don't make it a McDonald's funzone complete with foam sides and a plastic ball pit, but don't make it too hard for the average player to logically move around the map.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    wait im geting a view woo, think in room then the airlock damage bye sulkies lamers and the air start go out a trigger hurt start the pain and hunter door come quickle below to cut onos heads or drain out the onos and the air safe door close and rebuild the atmosferic.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2004
    Carioca says:

    (This one is seriously hard to translate...)

    <b>Wait! I have a new idea! Think about a room where the airlock does damage to lamers by sucking the air out. This could be done by using a trigger_hurt. Start the pain! Another door would open quickly to suck out the foreign atmosphere (with the added benefit of decapitating Onoses and removing any carcasses). This would then close and the atmosphere would be re-established.</b>

    I don't see how this particular idea would improve gameplay. It sounds like the long-lost cousin of one of the super-fast 100000 damage doors that I was trying to discourage in my original post <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->


    P.S. I thought that 'start the pain' needed to stay in an untranslated state for added emphasis! (damn there's no smiley that conveys how much I poo my pants every time I read/say/hear those words!)
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Elevators may NEVER do damage (head-hopping issue), nor be reversible or changable in transit. They should also always include one (distant) non-elevator workaround of non-onosstuck size and one or more (near) detour shafts.

    In short : So many damn problems to be considered with elevators, and so little thought given to them :/
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited October 2004
    thank you so much for the translation kobayashi, I couldnt understand any word till I read your translation. THANK YOU!!!

    doors are evil, doors are bad. but they are fun when placed right. add 2 or three doors in a map and you changed the gameplay massively! and its very exciting, pressing a button and waiting what comes to you in next few seconds... its a shame they removed the hydraulic door on bast at the bottom of the ms elevator. this door was cool.
    and removing ALL the doors on tanith in the cargo room has ruined the gameplay in my eyes. dont just remove them just because entity count is too high, try to make them more simple.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I have resurrected this topic because I want to open it up to discussion on more than just doors. I'd prefer it to include any technique that can be used to enhance playability in some way. For instance (although I haven't playtested it) in ns_solace I have an area where there's a pylon surrounded by a walkway. It's actually a glorified corridor leading from A to B but I've made it into a large room and intend to have func_push's at random heights and positions in the room to make air battles a bit more interesting (and also to more or less force you to use the walkways to control the time it takes to get from MS to a particular Hive). I'll probably also have a wind ambience sound playing.

    Another thing that makes maps great it easter eggs. What I mean by this is inaccessible but visible areas of the map (not Credits rooms). For instance (again not playtested) I have another A to B corridor that crosses above the Cargo Bay and looks down on either side (to what will depend on how many wpolys I can spare for detail). Also I have a Habitat Ring where one of the vents will cross over a sleeping cubicle (complete with interior detail) and lead out into a corridor that has at one end a security door 1/2 closed, with steam and red hazard lighting flashing to pitch black behind it. Of course this is something you'd expect to see more in Single Player and since I haven't fully completed these areas (and the rest of the map) I don't know if I'll be able to space the map resources for it, but I am a firm beleiver that details of this sort to enhance map atmospherics are easily achieved if given some thought.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited November 2004
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> i'm saying to have a hole on the hull and the onos will be drag to space to die bye some unhappy lamer skulkies wich broke the hull, or the comander open the external doors to remove the air and the onos out of the spaceship, maybe a func_conveyour to drag out the lifeformes to a func_triggerhurt.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Now I understand.

    You don't want to frustrate players by making something unavoidable or easily exploitable by the opposite team to imbalance the map. Having the door operable to suck Oni out into space might be a bit annoying for someone who's just spent all his resources on a warcow.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    but for co it would be just perfect though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Except theres no commander in co.
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    I think doors should be used mainly as visibility blockers, getting killed by a door is no fun
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    death by doors is so annoying, the lift in ns_nothing in generator is the only exception, because its important for flow. I can agree with your 'large doors move slow, sound like big doors. small doors sound small, move faster' rule because doors should be a realistic part of the experience, I like the big airlock on Hera, you need a man to weld it, a man to cover the vent, and a man to cover the stairway - or you can risk dying. Its a situation that works out well.
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