Vertical Gameplay
Anthoni
Join Date: 2009-04-10 Member: 67129Members
<div class="IPBDescription">- Avoiding Ladders</div>As most know ladders in some types of games can kill gameplay. I mean your practically a sitting duck while climbing.
So I had an idea for a Grappling Hook. Perhaps all marine could have these and they could be used at certain points in
a map. The grappling would allow avoidance of ladders and provide a quick way to ascend walls, thus giving a certain
amount of Vertical Gameplay. Also, having only certain point that this could happen would limit how much the player
could do this, that way players are not flying all over the place like bionic commando.
So I had an idea for a Grappling Hook. Perhaps all marine could have these and they could be used at certain points in
a map. The grappling would allow avoidance of ladders and provide a quick way to ascend walls, thus giving a certain
amount of Vertical Gameplay. Also, having only certain point that this could happen would limit how much the player
could do this, that way players are not flying all over the place like bionic commando.
Comments
Some ladders might be annoying, but I don't think one should get rid of them and I don't think marines are the problem regarding ladders and vertical gameplay.
As for the aliens, design alternate routes that they can move up but not humans.
Most environtment on a Spaceship or Station should be designed for Heavy Machines (i.e. CargoWalkers from Aliens or some good old Forklifters), so we need something to let them move between Levels.
I'm for limited Spped Antigrav Tubes (Futurama Introsequence?) and moving Plattforms.
Ladders are simply to risky to be used without proper surveilance and backup.
exactly, it can be a shortcut - but is it worth the risk? :)
qft
I agree. Ladders must be a stay, but as shortcuts, and you shouldn't be able to defend your self, aswell with limited view of 180 degrees facing the ladder and 180 degrees up and down. Ladders going down would be less of a risk (Rambo Slide down em) than having to go slowly up.
So yea, alien accessible looking switches are needed, switches designed for the aliens NOT to use can look like switches that an alien couldn't use, purely acetic, of course, this is purely for a visual logic, not gameplay. It's an idea that I'd like on official NS2 maps, switches that aliens shouldn't be allowed to use, they should use a switch model/skin that looks like something an alien can 'turn on', like an Enmass turn-wheel switch, which is a Circle switch that turns with 1/4th of a circle to On/Off or a semi-circle. Button switch can be for alien usable switches. Again, what I'm babbling about is PURELY ascetic off-topicness.
Lift and ladders should be a must in NS2. Aliens can make 'Nydus Canals' as a tunnel up/down somewhere fyi.
This topic made me think about how I'll miss water in NS2 <=( If used right, it kicked ass.
You sure you don't mean aesthetic?
>>> Aliens not able to use Switches
I don't realy like that Idea, we have Welders to let Marines interact with the Map where Kharaa can't after all.
Only certain situations does a switch not work for both teams, I'm saying make it look like the aliens can't use it, to match the fact they aren't allowed to use it :D
Here is what comes to my mind:
<ul><li> ladders - may look awkward, but is functional at least</li><li> lifts - may get blocked by someone building things below and take lots of space, but seem natural somehow</li><li> ramps/stairs - nicely done in TF2, maybe challenging for mappers</li><li> ladders + extra routes (with ramps) for onoses - takes even more space, and may have an effect on gameplay as more entrances needs to be covered</li><li> teleporters - you may want to know what's awaiting you on the other side</li><li> portals - my be confusing when it comes to learning the structure of a map</li><li> gravity walks - my favorite, shamelessly copied from pray
<img src="http://home.nexgo.de/brute/wallwalk.png" border="0" class="linked-image" />
<a href="http://www.winsupersite.com/images/showcase/xbox360_prey_05.jpg" target="_blank">pic1</a> <a href="http://www.sof2mapping.it/prey/prey_tuts/images/wall_walk_prefab.gif" target="_blank">pic2</a> <a href="http://images.amazon.com/images/G/03/videogames/features/prey_wallwalking_big.jpg" target="_blank">pic3</a></li></ul>
Oh no... no no no, not that weird forcefield crap. That makes so totaly no Sense at all!
So yea, alien accessible looking switches are needed, switches designed for the aliens NOT to use can look like switches that an alien couldn't use, purely acetic, of course, this is purely for a visual logic, not gameplay. It's an idea that I'd like on official NS2 maps, switches that aliens shouldn't be allowed to use, they should use a switch model/skin that looks like something an alien can 'turn on', like an Enmass turn-wheel switch, which is a Circle switch that turns with 1/4th of a circle to On/Off or a semi-circle. Button switch can be for alien usable switches. Again, what I'm babbling about is PURELY ascetic off-topicness.
Lift and ladders should be a must in NS2. Aliens can make 'Nydus Canals' as a tunnel up/down somewhere fyi.
This topic made me think about how I'll miss water in NS2 <=( If used right, it kicked ass.<!--QuoteEnd--></div><!--QuoteEEnd-->
They ain't super intelligent. What are you smoking?
Hell, I even doubt that they're from the depths of space, but that's my own theory on the backstory.
All elevators should be alien-unfriendly. That's HUNDREDS OF BUTTONS.
But actually, aliens don't have fingers. You need fingers to push buttons.
Nanites® won't win the argument for you here, sucka!
<!--quoteo(post=1713465:date=Jun 23 2009, 02:27 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jun 23 2009, 02:27 AM) <a href="index.php?act=findpost&pid=1713465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->ascetic<!--QuoteEnd--></div><!--QuoteEEnd-->
You sure you don't mean aesthetic?
<!--QuoteEnd--></div><!--QuoteEEnd-->
He does. It's funny because they're like the <b>exact opposite</b>. Bad spelling (or using the wrong words that sound almost like the right ones) is one of my pet peeves.
@Brute: I personally think gorge should get the Web-Hookshot, I posted a very well received picture of how it'd work in a Topic about it. When is there a SLOPE in a space station???? Only time would be a Bio-Dome, cause usually everything is Straight edges.
"Charlie is looking at a mockup of a potential solution to the Oni/ladder debate - special areas that the Onos can break through! Go Dux! #fb"
If the mapper can't make an alternative path, the ladder should simply be removed altogether unless a 'no-onos' or 'no-build' zone is to be incorporated into the map.
I think the onos should be thought of less like a player with full 360 movement capability and can change direction on a dime and more like a vehicle. In a sense, that's what they are really.. a tank. So in that, I'd like to see the onos not be able to maneuver masterfully but have to turn around like a vehicle would do a 3-point turn. And no, vehicles don't use ladders. :P
Also, It's announced, no Alien can use ladders :D
Gorges make Nydus Canals for the Mr.Onos to use
*Aliens not using ladders sounds right.
*Lifts can exist in a very limited sense. Not as a replacement for ladders that the Onos and Siege cannon can use.
*It up to the mapper to make sure that siege cannons and Oni are able to go were they need to go. Maybe not every point of the map, but it has to be balanced.
*I favor the use of ramps for Oni and MASC's. Doors that and Onos can break and marines can either weld open/shut or simply operate (Maybe with some RF tags lol).
*Grapple for the Spider Gorge ftw! (link to tread?)
spider gorge would be pretty sweet. if it played anything like Worms 2 Ninja Rope i'm ####ing sold. but it sounds more like a modders' thing to do, a la the lerk lift.
As for the aliens, design alternate routes that they can move up but not humans.<!--QuoteEnd--></div><!--QuoteEEnd-->
A little known fact about Quake is that ladders don't exist in Quake in any form. All ladders you see in Quake maps are more or less hacks using tons of clip brushes, which is why it doesn't affect the players' ability to manuver.
I say that LMG should also be allowed then, making it useful even farther.
Ladders are still ok in some situations, i.e letting marines climb into a ventilation shaft / maintainance tunnel.