[NS:S] Outdoor Maps
tigersmith
Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
Comments
Essentially, NS doesn't work well in large open spaces. One of the reasons for this is the skybox, basically. NS has always been relatively realistic (based on it's own rules that is), that is, it has it's own set of rules/physics, and sticks to them. Seeing a lerk fly upwards and then suddenly hit a skybox would look fairly ridiculous, then.
Another major problem is the fact that, in large open spaces, the aliens get utterly owned unless the marine team are complete nubs. The only aliens capable of crossing any sizable distance with speed are the skulk with leap (which would get cut down fast), the fade with Blink (which would also get cut down fairly fast, especially by 3 marines, in an open space) and the lerk (which would just get cut down very fast). The onos would be dead before it reached the line of the marines, simply because it's a big, slow moving target.
So the way to combat these points would be to have something covering the sky, and make the maps more claustraphobic and tight. Which is in essense what we have now, and removes the good points about having outside maps in the first place. What you'd basically get is a set of re-skinned versions of current maps, or a map made out of the biodome hive style decor.
To conclude: I don't think outdoor maps would work with the current weapon systems of the aliens and marines. If some major changes were made (such as giving the aliens a decent long range weapon, or significantly toughing them up, or adding a noticable spray/recoil effect to the marines weapons) then it could work I guess, but the advantage would be on the marines. Then again, none of us really know what sort of shape NS:S is gonna take, and those who do know won't tell.
There's also things that could be done to help the aliens out like cloud or fog cover or perhaps an advanced war version of the aliens. As one of the stickies in this section suggests, the first NS was first contact while NS:S is the war. So wars a bigger in scale and don't neccessarily have to be in small confined spaceships or corridors all the time.
The main selling point I think, when the mod first came out was the almost-unique RTS & FPS combo (C&C Renegade having taken that first step before). So perhaps outdoor environments can build upon this RTS & FPS combo even more and with something new and unique. The consideration of the outdoor maps idea shouldn't be put aside, but it could be very possible with the Source engine.
I've already played many mods that leads me to believe that there are very high limits that can be exploited to make anything work.
Ex) Flying to the compound in a TSA ship and unloading, unlocking doors to get into the command chair room, etc. I like the landing ship idea, it would be cooler if we could also move around during this sequence do give it an extra level of interactivity and realism.
For the main game though, everything should be indoors and pumped with atmosphere.
The idea of an outside area where marines originally spawn and then come into the fight was actually part of the original design. You can still see it on the very old school version of ns_hera that was floating around for a while. Marines start out on the landing pad and run in to MS. That doesn't work so well either, due to beacon using the original spawn points. Hard to save MS when you have to run 10 seconds to get there...
However, source would allow different spawn entities that might make beaconing less problematic, so maybe the initial spawn/dropship idea would be more usable there.
A dense swamp outdoors scene will work but I dunno if HL1 engine is capable of it since I never got to fiddle around with the idea. With alot of hard work Source engine can probably make it work, with dense tree and tons of fog.
all of them are outdoor and doesn't have to be the big open spaces
i remember one of the mappers that kept pointing out different outdoor scenarios that could be pulled of with the current teams (it is in the ns:source poll in the general forum)
anything is possiple with a little imagination
a few other things
duststorms:storms of different particles going at wery high speeds
damaging players
electrical storms: shutting off equipment and and noise on all channels:
players caught in one of these will lose the functionality of the hud or seeing/hearing things not there
mixing indoor with outdoor
could be 2 or 3 smaller installations connected by vents and different passages to the outdoor
a cavesystem...
this is just brainstorming ideas
and dealing with the maps...
i'm gonna listen to the mappers, not the players
In short, outdoor maps would require a radical reworking of essentially every aspect of NS. Don't hold your breath. But I'm still hoping. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
It depends on how the outdoor maps are designed. If you think of a desert ... you are right, but let me be your inspiration ^^
Imagine an urban area with a big spaceship beeing crashed into it. It could have pierced the sewer-system and the subways. Huge debris parts are covering the streetcanyons. Dust, fire and chaos everywhere ^^
If there are problems with the map limitations ... think! ^^ If I was the TSA, the first thing I would do, is quarantine that area with some kind of huge energyfield (assuming the story allows the TSA to have energyfields) from above, and firedoors in the subways and sewers.
Don't think about problems, think about solutions ^^
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You do realise that it is possible to code it so that skulks <i>can't</i> walk on sky, right? I mean, NS2 is going to be on a new engine and built from scratch and all, you'd think it's possible to overcome a stupid little bug like that <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Also, lerks hitting a skybox is a problem that can be easily fixed too. There's no reason why NS2 couldn't have outdoor areas which don't have bizarre behaviour.