Tram and Rockdown: Tactical Power Nodes
<div class="IPBDescription">ns2_tram_nodes and ns2_rockdown_nodes</div>After the countless discussions about Power Nodes in the past few months and seeing the devs considering removing them altogether, I took it upon myself to really analyze the current power node situation, and came up with what I believe to be an interesting solution to these currently undervalued assets.
Mirror 1: <a href="http://www.fileplanet.com/220357/220000/fileinfo/NS2-Rockdown-and-Tram-New-PowerPoints" target="_blank">http://www.fileplanet.com/220357/220000/fi...New-PowerPoints</a>
These maps aim to make Power Nodes a more compelling gameplay element by reducing the total number of Nodes (from 9 to 6 for Tram, from 7 to 5) and placing them with strategic implications in mind (farther from other Points of Interest, in less defensible areas. Power Points that power multiple POIs (Tech Points, Res Nodes) should be less defensible than those that power fewer POIs.
<b><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Note: Stars are Power Points<!--colorc--></span><!--/colorc--></b>
<img src="http://img405.imageshack.us/img405/2240/powernodedependencerock.gif" border="0" class="linked-image" /><img src="http://img15.imageshack.us/img15/9415/powernodedependencetram.gif" border="0" class="linked-image" />
Only the location brushes and power point entities have been modified; no other entity or geometry has been modified.
As the name of each area is tied to the same brush that the dynamic power system relies on, there is one resulting 'bug': Most areas are named improperly in the map (not reflected in the graphic) (i.e. Tram: Overlook says Marine Start) but this is purely aesthetic and has no effect on gameplay.
These maps are complete and ready to be tested, however I currently have nowhere to host the map (to download), nor any server to test it. If anyone is willing to assist, please send me a PM. I would love to see how the game plays out in a full server.
Mirror 1: <a href="http://www.fileplanet.com/220357/220000/fileinfo/NS2-Rockdown-and-Tram-New-PowerPoints" target="_blank">http://www.fileplanet.com/220357/220000/fi...New-PowerPoints</a>
These maps aim to make Power Nodes a more compelling gameplay element by reducing the total number of Nodes (from 9 to 6 for Tram, from 7 to 5) and placing them with strategic implications in mind (farther from other Points of Interest, in less defensible areas. Power Points that power multiple POIs (Tech Points, Res Nodes) should be less defensible than those that power fewer POIs.
<b><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Note: Stars are Power Points<!--colorc--></span><!--/colorc--></b>
<img src="http://img405.imageshack.us/img405/2240/powernodedependencerock.gif" border="0" class="linked-image" /><img src="http://img15.imageshack.us/img15/9415/powernodedependencetram.gif" border="0" class="linked-image" />
Only the location brushes and power point entities have been modified; no other entity or geometry has been modified.
As the name of each area is tied to the same brush that the dynamic power system relies on, there is one resulting 'bug': Most areas are named improperly in the map (not reflected in the graphic) (i.e. Tram: Overlook says Marine Start) but this is purely aesthetic and has no effect on gameplay.
These maps are complete and ready to be tested, however I currently have nowhere to host the map (to download), nor any server to test it. If anyone is willing to assist, please send me a PM. I would love to see how the game plays out in a full server.
Comments
Second, are there script triggers on power nodes being destroyed/repaired? Because you could use the destruction of one power node to trigger the destruction of another node that was hidden off map somewhere to 'fix' the bug with the naming, right?
My experience with hosting servers has been more than frustrating, but I'm going to see what I can do.
I hate the idea of throwing power nodes out all together. :( Please keep them in!
P.s - Get rid of emergency lighting until Marines repair it a little (this has been suggested by someone else, just re-stating) I hate spending a minute destroying a node to make it dark in a room for ambushing, then the red lights come on seconds later and its moot.
On an unrelated note. It's great how small the map files are, seems ideally suitable for auto-downloading custom maps when connecting to servers.
Firstly, power nodes should not be taken out of the game. It adds atmosphere and stuff. Running into a room where the lighting has just been turned off is cool.
Secondly, I also think emergency lighting should be changed. I think repairing it a little bit should turn on the emergency lighting.
40% and the emergency lighting comes on. This should happen both ways as well. If it is being destroyed then emergency lighting should come on at 40% and if it is being repaired then emergency lighting should come on at 40%.
Thirdly, I like you ideas and I would like to play a map with a few more people just to see how it pans out. Further away power nodes would force marines to expand slightly so they can get the power defended.
I think they should change the maps to your ways Kuban.