Nu Game Mode
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">Escape</div><a href="http://imageshack.us" target="_blank"><img src="http://img299.imageshack.us/img299/4388/escapefromnsnt4.jpg" border="0" alt="IPB Image" /></a>
RED incidcates blocked doors, corridors and other obstacles which need to over come (as described below in post #4 in this thread)
I'm sure this has been suggested b4 for hl1 NS so ill keep it quick.
-Works like NS combat, gain xp, no comm, no mini map, no res.
-Marines spawn deep with in a compicated space station with multiple paths - atleast 3 to keep it intersting. All Paths are equal in the time it takes to escape, some paths are shorter but might have weldable doors so some marines can choose to take welders at the take the shorter walking distance and some marines may want to take guns and fight through the longer walking distances etc etc, but essentially working as a team will get there faster.
-Aliens spawn in the middle - so that they are able to access all areas easily
-Marines and aliens get upgrades as they gain xp as per ns combat.
-if marines do not make it out in time due to time limit then aliens win.
-if marines escape (reach a certain point in the map) within time limit it triggers a hurt field on the hive and marines win.
Maps could be designed as such - works in a tier system kinda like DoD or Battefield (sorry for mentioning that yuk game). As marines work their way from the bottom of a facility or space station, they unlock new spawn points further along and closer to the exists, old spawn points decay when new onces become active which keeps the game moving forward. In the last part of the maps there could be multiple paths and each specialiesed for different marines eg. - long tunnels but lots of obstacles, partly vertical corridors and lift shafts -this path would be preffered by jetpackers. large but more open halls with some crates and surpise vents with weldables, which would be preferred by heavy marines.
Basically the the maps would pretty much be similar to combat maps only they would now be a huge interlinked mess off corridors and rooms vents etc
possibly also gorges could build OC's to force marines to take certain directions
RED incidcates blocked doors, corridors and other obstacles which need to over come (as described below in post #4 in this thread)
I'm sure this has been suggested b4 for hl1 NS so ill keep it quick.
-Works like NS combat, gain xp, no comm, no mini map, no res.
-Marines spawn deep with in a compicated space station with multiple paths - atleast 3 to keep it intersting. All Paths are equal in the time it takes to escape, some paths are shorter but might have weldable doors so some marines can choose to take welders at the take the shorter walking distance and some marines may want to take guns and fight through the longer walking distances etc etc, but essentially working as a team will get there faster.
-Aliens spawn in the middle - so that they are able to access all areas easily
-Marines and aliens get upgrades as they gain xp as per ns combat.
-if marines do not make it out in time due to time limit then aliens win.
-if marines escape (reach a certain point in the map) within time limit it triggers a hurt field on the hive and marines win.
Maps could be designed as such - works in a tier system kinda like DoD or Battefield (sorry for mentioning that yuk game). As marines work their way from the bottom of a facility or space station, they unlock new spawn points further along and closer to the exists, old spawn points decay when new onces become active which keeps the game moving forward. In the last part of the maps there could be multiple paths and each specialiesed for different marines eg. - long tunnels but lots of obstacles, partly vertical corridors and lift shafts -this path would be preffered by jetpackers. large but more open halls with some crates and surpise vents with weldables, which would be preferred by heavy marines.
Basically the the maps would pretty much be similar to combat maps only they would now be a huge interlinked mess off corridors and rooms vents etc
possibly also gorges could build OC's to force marines to take certain directions
Comments
however, i dont see this as much of a change from CO. CO is basically for the rines to get from the MS and kill the hive within a timelimit. in this new mode, its basically get from spawn point to escape point. very similar really.
And in order to gain a spawpoint you would have to destroy an alien structure. (chambers, hives)
the gamplay would be the same as now in CO only the maps would be bigger and games longer.
Once a spawnpoint is reached there is no way into the previous part. the alien team can't reach the marine spawn and they can't end the game by destroying the CC.
this could work both ways, maybe in 2 matches. Marine survival (aliens have to push a few spawnpoints and marines have to survive a certain amount of time) and alien survival.
mmmhh, actually what i'm explaining is kinda like dustbowl from TFC. I probably played it too much lol <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
example-
-some doors/walls/obstabcles would only be weldable (welders)
-some doors/walls/obstabcles would only be destructible but a certain ammount of damage (hmg or GL)
-some doors/walls/obstabcles would need to be open by a jetpack that can fly up to a button (which would be other inaccessble by other classes) (jetpacks) (fly somewhere high or far to press an override button)
-some corridors could be filled with gas or fire or toxic spill for which only a heavy marine could make it through (HA) (walk through hazardous area to press a clean up button)
so while the entire team is moving forward, the level would call for certain classes to make use of their special abilities a certain times. this should be achievable aslong as the whole team diversifies their first ability (as most are achievable with in the first 5 level ups),
perhaps the level could also randomize which tast would need to be performed at which intervals.
Or better yet, the alien team would cause these events while the game is in progress.
The level could start clean (still a maze or corridors and stair wells, lift shafts) but then the aliens would mame and destroy as much of the level as they can.
By doing this it would trigger the evens described above
-damaging a gas pipe would cause the fire or toxic gas leak (HA)
-damaging a door would cause it to seal shut (welder)
-damaging a control panel would lock a door or lift in place (jetpack to fly to a remote location)
-damaging a structure support would cause colapse filling a corridor with debre (HMG or GL)
levels could also be designed so that each area has a possibility of 2 or more destructive out comes, so some hallways would contain, supports, gas pipe and control panel, then it would be up to the alien players to choose which way they would like to stall the marines <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Or Avanti or Cornfield. loooool. AvsD. lol.
You guys realize that this is pretty much possible already with any decent mapper.
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yeah its possible - someone just needs to make it - i can't map and don't have the time to learn unfortunately