Plee To All Mappers
MrPink
Join Date: 2002-05-28 Member: 678Members
1) Make a lot of slow opening doors that stay open once you press a button in the map to slow down the skulk rush a bit
2) Don't isolate the command console, like in ns_hera, that makes it too easy for a skulk to run up there and kill it without turrets anywhere near him
3) Put your map name somewhere in the readyroom
4) Don't put extremely narrow hallways in the readyroom like in ns_hera
5) Put a resource node in each hive room
6) Don't put resource nodes right up against the wall
7) Try to avoid little ridges on cielings and walls, they make wall climbing hard at times
Thx for reading, ns maps are by far the best I've seen in a mod but these little things annoy me in some of the maps.
2) Don't isolate the command console, like in ns_hera, that makes it too easy for a skulk to run up there and kill it without turrets anywhere near him
3) Put your map name somewhere in the readyroom
4) Don't put extremely narrow hallways in the readyroom like in ns_hera
5) Put a resource node in each hive room
6) Don't put resource nodes right up against the wall
7) Try to avoid little ridges on cielings and walls, they make wall climbing hard at times
Thx for reading, ns maps are by far the best I've seen in a mod but these little things annoy me in some of the maps.
Comments
The doors are just kool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> course i can't member how to make buttons have to be pressed (i'm just useing a run though a trigger method)
<b>[edit]HOLYCRAP I'M STUPID! I got it func_button. Sorry I had stopped HL mappin for a bit I'm just coming back[/edit]</b>
Another neat idea, a central sought after zone. Like right between a hive and base, near the middle of the map, put a place with 2 nodes. That makes humans and aliens fight over those resources. Plus, it keeps the game moving and action packed.
Go for atmosphere and tricky stuff. I'm not sure if this is possible (I've never mapped for HL before) but what if you put a random feature on a big lift in your map. 1/10 times when marines go down it, the lift just freezes and they have to climb the rest of the way down. Of course, the aliens nearby heard it and are on the way! Tense fighting ensues.
In short, interactivity and ideas that keep game flow and tension high are fun, but be wary of falling into the "gimmicky" area and losing focus of the map.
If the developers think this is a good idea, I urge you to consider splicing Spirit of Half-Life's func_random entity into the mod, if possible.
Yes, trigger_random. It's like a multimanager that triggers a random one of it's target's after a random time.
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I heartily agree with this - maps NEED to ensure that neither side can rush the other - that's what ruined Warcraft 3 - this is a STRATEGY game - it's not supposed to be about who can run to the other side of the map the fastest.
Either way, it's annoying as... damned obscenity filter... annoying as <i>anything.</i>
I assure you that any map I do will not let a skulk get there until at LEAST all the played have decided what team to be on... if people are dithering, you end up with 6 skulks running in, when you only have a commander and 2 marines... instant death unless you're a jammy sod.
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That's easy enough. You just build clip brushes around the ridge if it's too hard to climb over.
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That's easy enough. You just build clip brushes around the ridge if it's too hard to climb over.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I thought skulks couldn't slick to clip brushes. I could be very wrong though.
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The thing with having resource nodes in with the hives and marine base, as pointed out in one of the faqs is that it can prolong what ought to be a swift final siege. If you can deprive the enemy of resources in a siege you'll be able to conclude the game much quicker. It also forces defences to be spread out more (or to be more carefully placed, instead of turret spam) to cover the node <i>and</i> the hive or command chair, in separate (but close) areas.
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Edited to add, further to my point about clip brushes, check out point six of this tutorial:
<a href='http://ns.valve-erc.com/?loc=tutorials&id=3' target='_blank'>http://ns.valve-erc.com/?loc=tutorials&id=3</a>
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Would stink as aliens. They aliens that do go gorge need to move just as much as the skulks, setting up resource towers elsewhere over the map, and getting ready to place a second hive. The slow opening doors is a good idea, placing the marines very near their command console also helps a bit, but anything above and beyond that seems like overkill to me.
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>.<
Heh, I wasn't really awake then. I really only meant plain func_walls.
Now, I can see how in a game of 16 vs 16, things would kinda suck as marines until you got the armory up. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> But I'm pretty sure if only one or two marines build, then even 16 vs 16 skulk rushes probably ain't so hard to defend against either. I mean, 14 guys with 100 rounds of ammo apeice... you could probably hold them off for a while.
It all comes down to tactics. Like seige cannons, HMGs, Ohnos, and everything else in the mod that people call "cheap" from time to time, skulk rushes <i>have a counter!</i> It's called keep your damn gun out and stand away from the door.
-func_walls are usually not an option because lots of entities are a bad idea. sometimes a func_wall might help, but only in a certain area and not all over the map architecture.
-clipnodes aren't climbable, but will stop the skulk from hitting collision hulls that stick out in small indentations, so he can climb on (as long as the gap isn't too big). so clipnodes will help skulks in some cases. clipnodes should be used to round off bumps anyways (if you have the time and expertise).
-sometimes the wall or cieling just wont be skulk-friendly. tough beans.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> ... etc<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah. I haven't seen many different outcomes for aliens:
Skulk rush suceeds,
They get three hives and stomp marines with onos - styles
I have seen another outcome where the marines held on (in one room) for about three hours, then my computer over heated.