Entity wishlist for NS2 for mappers

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Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hmm that was the thing Cagey at one time proposed. Skulks couldnt walk on sky brushes, but it was changed in the compile tools because it was producing bugs or something...

    Then he proposed a texture to use as anti wallwalking. Hera for example could use a tigger push set at 1 (down), but it would still be possible to walk on it if you dont jump on it I think...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    More like 1000 (or something high - it had to be high enough that the skulk couldn't possibly come into contact with the sky, or else it would stick to the surface and not be affected by the push).

    An invisible brush that disengages skulks from the wall is an important idea, ideally coupled a material property which has the same effect.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2007
    Wouldnt it also launch fades and lerks into the deep with such a speed? I mean, I don't have much problems with them flying arround. But I think some people would have problems to see their fade be pushed down too hard not being able to come back up again. Havent played arround much with pushing things down at that speed, so I wouldnt know.

    I did at one time create a sonic the hedgehog spring, when I wanted to create a sonic the hedgehog map (abandoned the idea though), it pushed things up and sideways <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I suppose another point of contention with playing with gravity and such is that while the physics in single player could handle it, I suspect the online capabilities are still limited... dumbed down to fit through ye olde interweb pipe. (The last time I played an online source game it was anyway... I'm a little behind the latest happenings on that front.) I had wonderous ideas of debris, meteors, and stuff all floating around... maybe even visibly bouncing around outside a ship or something. Imagine the Homer Simpson on the space shuttle episode: marines floating like a ripped open bag of chips and here comes the big fat onos swallowing them whole... Anyway, gotta put my feet back on the ground. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Touching on something that was mentioned earlier in the thread, I'd like to see a few brush based 'boundary' entities that prevent the player from passing out of the map. Sort of like how in HL2, if you venture too far into the water on the coastal levels, you get attacked by worms.

    Entities like this would allow us to have outdoor sections to our NS2 maps without having to resort to clipping off the area.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    edited January 2007
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> I'd like to see a few brush based 'boundary' entities that prevent the player from passing out of the map<!--QuoteEnd--></div><!--QuoteEEnd-->
    Then you would need those lightning entities in my first post <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    Another wish:
    A brush based entity that <b>blocks Motion Tracking and/or Scent of fear</b> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (only what is behind it)
    Useage guidelines should be not to over-use it, but only to use it were one team needs a slight advantage.
    For example you could use it in a heavily armored wall that makes an idea hiding spot <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hmm just a small idea on this movement blocking....

    How about something the aliens can build on walls (or the dynamic infestation does this) to block motion tracking and phasing into an area trough these infested walls. This would mean you'd have to either weld away the infestation to be able to phase in or use motion tracking. Or scout the area to see IF you have a clear line of sight between the phasegates...

    Making phasegate placing more immersive and needing more tactic...

    (took the motion tracking blocking idea from you Andos <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Just expanded on it a bit)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1598039:date=Jan 12 2007, 07:18 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Jan 12 2007, 07:18 PM) [snapback]1598039[/snapback]</div><div class='quotemain'><!--quotec-->
    Hmm just a small idea on this movement blocking....

    How about something the aliens can build on walls (or the dynamic infestation does this) to block motion tracking.
    (took the motion tracking blocking idea from you Andos <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Just expanded on it a bit)
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    This would be good as you could get the motion blocking infestation textues around the hive, so marines technology can't see through the hive direct protection. Gives aliens a bit more of a chance when their hive is under heavy attack.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Nice ideas <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    I had another idea:
    The weldable currently only trigger something when the welding is finished, but as you know the source engine can link all sorts of values together. For example a door closes more and more the more a panel is welded.

    Another change for the weldable entities: Give them a reset speed, so if it is only half-welded it will return back to non-welded after a period of time defined by the mapper.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    And the func_weldable could also use a toggle function (break/weld or weld open/weld shut). Currently it's just a one time trigger during a round.

    Of course we don't know what flay and co are planning for weldables, I've seen some nice suggestions of placing props (plates or something) and welding them in place.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    IMHO thats jumping on the HL2 physgun wagon "we do it because we can and it was fun in HL2".

    Though I must admit that welding actual (maybe missing) parts to a device in order to make it work sounds interesting. The missing piece could be placed somewhere nearby or whatever the mapper feels like. Would be a pain to balance that but maybe it just needs to be picked up by someone in order for the weldable entity to be "weldable".
  • UltimaGeckoUltimaGecko hates endnotes Join Date: 2003-05-14 Member: 16320Members
    edited February 2007
    I was thinking about this, and how about a brush based entity (with the aaatrigger type stuff) that could prevent one team from moving into another area, but allows the other team to do it (probably while taking damage or something).


    ...my specific thought was that, while NS is intended to be indoors, perhaps you'd want the marines to be able to step outside through an airlock or something so that they can enter into a different door, and continue on. I recall (probably falsely) that alien lifeforms were reliant on the nanogrid, and thus wouldn't really be capable of surviving outside, which is why I figured you could clip off the aliens, and allow the maries to go march through some airlocks (while taking damage or something) to get to a new area. Perhaps it's not applicable enough.

    [edit] Searching has yielded that trigger_presence, in combination with other entities could concievably do something like this (except I don't think trigger_hurt can be limited to one team only). [/edit]
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Hive spawn entity modified so that a hive could be made near ANY resource tower and the region would dynamically infest as it builds.

    I would also like a logic entity that allows you to have some unique and more complex C++ style coding for different func_ entities. (ie: easy to make multi-floor elevators)
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    some kind of 'game_win' entity. Probably brush-based. Would open the door for tons of innovative new map types.

    Right off the bat, im picturing a marine Escape map <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Oh and perhaps either a spawn variable to have the player spawn with certain equipment/lifeform. This would be a one-time thing, but would also open the door for creativity. An example (which sadly reminds us a bit too much of CO), would be fy_iceworld in CS, though that'd done from just placing guns on the ground (which you cant do with aliens).
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1612104:date=Mar 7 2007, 03:24 AM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Mar 7 2007, 03:24 AM) [snapback]1612104[/snapback]</div><div class='quotemain'><!--quotec-->
    some kind of 'game_win' entity. Probably brush-based. Would open the door for tons of innovative new map types.

    Right off the bat, im picturing a marine Escape map <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Oh and perhaps either a spawn variable to have the player spawn with certain equipment/lifeform. This would be a one-time thing, but would also open the door for creativity. An example (which sadly reminds us a bit too much of CO), would be fy_iceworld in CS, though that'd done from just placing guns on the ground (which you cant do with aliens).
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow good idea! There's a trigger function action in Warcraft III that allows for that which is exactly how you can make some very customizable maps with unique victories and defeats in that game.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    I would like to see a block entity that specifies an area where a hive is allowed to be built within.
    Unlike the current hive location's static placement, this one allows the gorge to place the hive within an area on a strategically chosen position.

    So when you click Build->Hive you'll see a "ghost" hive and you look at the ceiling where you want to put and and press "shoot" to place it. Kinda like how the commander places buildings.
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