I Think A *dark* Map Should Be Made..

KboTKboT Join Date: 2002-11-20 Member: 9436Members
I think it would be kool for someone to make a Map that is really dark, enuf darkness that flashlights are needed, I think that will add a creepy and more realistic feeling to the game! Of couse that might add some balence problems to the game but oh well it would still be great! And to maby fix some balence problems buldings (Specially Offence/Turrets) would emmit some light so they can be seen! I just think this would be a greaaaattttt (Tony <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->) idea...Well I cant make maps so it would be nice for someone to try! okei well anyways tell me what you think!!!
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
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Comments

  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    edited December 2002
    No.

    <img src='http://www.lawrencegoetz.com/zoo/woodland/goat.jpg' border='0' alt='user posted image'>
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Nuh uh. Darkness = t3h p00.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    WHAT?! Dark = teh pwn! What, do you want to play in perfect lighting all the time? ns_11th_hr has a dark little corner near the Ramp hive, and it owns!
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    Obviously not.

    <img src='http://www.newbritainyouthmuseum.org/images/hu_pictures/animals/goat.jpg' border='0' alt='user posted image'>
  • DracosDracos Join Date: 2002-11-02 Member: 4806Members
    Heres just a strange little idea about darkness. Instead of having a really dark map, why not just make a couple of really dark rooms near the aliens hive. Then, Add a fusebox or individual light switches or some sort of weldable to make them have more light. I havent tried NS mapping but i dont see why it wouldnt be possible since weldable just activates a trigger or something of the sort i assume.
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    I... I just feel like...

    <img src='http://www.davidspark.com/images/sf/stupids_day_2001/ssday2001_steveskeleton.jpg' border='0' alt='user posted image'>

    Please. I think you know better than this.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I don't think it works.
  • PinkyPinky Join Date: 2002-11-07 Member: 7540Members
    That looks horrible, and it would be impossible to get anywhere as marines.
    Skulks could just pop down from a pitch black wall or ceiling and kill marines over and over.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Assuming, of course, that the skulks could find the marines in the first place.

    Ah, but marines would be using their flashlights, you say, so the skulks can just attack the glowing players? And this is balanced by the fact that marines can use flashlights to see where they're going, and skulks can't?

    That would be great, except for one thing: <i>How would aliens get out of their hives if they can't see anything?</i>

    So for the love of god, make your maps LOOK dark without actually BEING dark. PLEASE!
  • MrBatmanMrBatman Join Date: 2002-11-05 Member: 7176Members
    Caged and Bast are both nice and dark. Just the right amount to be creepy, but not too dark that nobody can see anything.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    I had hoped people would ignore this silly little thread. I was disappointed. But that was an interesting Llama collection up there. Heh. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Fopher+Dec 11 2002, 08:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fopher @ Dec 11 2002, 08:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Call me crazy, but I think that shot greedo put up looks beautiful. So much atmosphere, and I dig the lighting effect from the phase. I'd LOVE to see rooms like that in the maps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Tell me, how many turrets do you see in that picture? I can only see 1, 2 if I look hard, and I know where the other 3 are.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Greedo386+Dec 12 2002, 02:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Greedo386 @ Dec 12 2002, 02:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tell me, how many turrets do you see in that picture? I can only see 1, 2 if I look hard, and I know where the other 3 are.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Greedo, you win. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    mm yes Greedo better work some more on the lighting in ns_lost s:p
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    You'll grow to love my pet goat, I'm sure of it.
  • eBnareBnar Join Date: 2002-03-12 Member: 307Members
    Where are his henchmen?
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    They're down at the bicycle shop, of course.
  • Hang_LooseHang_Loose Join Date: 2002-11-08 Member: 7775Members
    I'd venture to say that the same guy did all all of your sigs.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Well, those are the sigs mad by Fam, for probably one of the best known NS clans, Evolutionarily Challenged.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Ahaha, but BoZmAn, I <b>do</b> love your pet goat.

    And yes, incredibly dark maps in NS == teh SuCk
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    edited December 2002
    The obvious answer is not obvious to any of you, is it?
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Teh problem with greedo's shot is the phase gate is not always there, no1 wants to go around cramming phase gates in every dark place just to make it look nice. Remove the phase gate you will not see jack and as i said most of the time you will be seeing jack unless the comm enjoys holding that area and putting phases there so it really would not work.

    The idea of a fusebox was one i had for a level i was planning, the aliens have the ability to be able to knock out most of main power causing 5-10 seconds worth of black out before reserve power kicked in and did miminal lighting.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I like the idea of maps with faulty flickering lights, as in the original Half Life single player, they add atmostphere to the game.
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    I would love to see turrets with flood-lights on them so in the dark we can see what the turrets are shooting at and shoot at it too. Would be cool if they would respond to range and light levels and use the flood-lights only when they're needed. Either that or VISIBLE LASER TARGET MARKERS. From 'Visible Laser Production Inc.'.
  • Killer_ChalupaKiller_Chalupa Join Date: 2002-12-04 Member: 10444Members
    In my opinion, dark maps REALLY suck in sp (the original half-life, and blueshift, ugh). It just gives the AI a huge advantage. But in multiplayer, it's awsome. The best way to do it would be having an almost pitch black room, but have a control box that you weld to toggle the lights on and off. Here's another idea. Don't have the func_weldables in the room where the lights are, but have them all in a Control Room. In the control room, there are weldable light control panels for the entire level. this control room could add a whole new level of strategy to the game. aliens could have something of that sort too, maybe there can be a room (in the vents that skulks can access) where they can chew some wires to cut power. A control room like that could have a whole load of possibilites, such as air pressure control, *evil laugh*. Imagine you have one guy stationed in the control room, while his team moves into room D-3 (or whatever it's called), all of the sudden they see a load of enemies in there, so one immediatly alerts the control room guy, "I want the air shut off in room D-3, now!!!", but his stupid team mates run in b4 the airlock door shuts them into the room. Now because of a communication problem, the 6marines are now deadon the floor.This setup makes teamplay absolutly crucial. Plus, it's a neat experament. And that's what NS is all about, right? experamentation with teamplay.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    whats so bad about switchable lights?
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    I would really like a dark map. It would make those marines real edgy and add some value to hivesight, not to mention making the entire game creepier. If I where a mapper, I would make a small control center right in the middle of the map with a button for each room on the walls, that controls the lighting. To prevent people from just flipping all the buttons on, make it so only a max of 1-3 rooms could be lit at one time (maybe emergency power prevents all the rooms being lit to conserve power?). A good team would be in constant contact with the person in the control center, asking for lighting here and there, and trying to keep the enemies in the dark. I dunno if this can be done though, but I like the idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Killer_ChalupaKiller_Chalupa Join Date: 2002-12-04 Member: 10444Members
    Istead of switches though, make them weldables. This will prevent morons from switching them on and off like crazy idiots. But someone please make impliment a control room into your map. I would, but i REALLY suck at mapping.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Chalupa: I am experimenting with that in my current project, variants on teamplay. One example is a fairly long hallway with doors at each end, (The doors have tempered glass so you can look in before opening) and there is a panel on each end to open BOTH doors, one second apart from each other, but its ONLY on the outside of the hallway. Once you enter the hallway you bloody well better walk all the way through to the other side or you will be trapped inside till a teammate opens the doors for you or you get eaten by a skulk coming in thru a vent hidden in the shadows in the ceiling.

    I am also planning on adding a small computer control room (off of the main Computer Control area) that a marine could use to view any hive location thru a camera. (Promote coordinated attacks)

    I'm also trying to give welding much more strategic value, not quite to a "weld things or die" point, but not too far from it. Give marines real incentive to weld things.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    (Fixing incorrect topic date due to server issue)
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