Little Idea For A Map Feature

WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
<div class="IPBDescription">extreme infestation thing</div> If anyone makes a map featuring EXTREME infestation, it'd be mad cool to have "nanogridlock" so potent in some areas that it entirely blocks out a commander's view of an area. For example, a hallway with such extreme infestation that it would take out all the nanos or whatever. Stick a brush up above the ceiling that has an animated texture of static or something. Make it func_nobuild... and Voila!! you have a little place that's dangerous for marines to venture into, upping the fear factor of NS... there is no commander to watch over you here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

just a little idea I was thinking.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I will make some toggling illusionary (but not comm view blocking) investation that reacts on build hives and Ressources.
    if hive or ressource is build u see the investation. it it gets destroyed it goes away.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    Ollj, that sounds VERY cool! how do you do that? trigger presence? In any case, please hurrywith your map, i´d love to see a beta of this, sounds like a "Musthave in ns map" thing if it works + looks good <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I think you would do it by having the hive/node trigger the infestation which could be a func_walltoggle or maby a func_train if you want it to slowly grow and move.

    I decided to put this into my map also, after reading a post about some one asking for more infestation that grows.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    func train needs too many entities and brushes. trigger presence yould make ppl stuck.
    a func door that behaves like that func train sould be fine.
    or a model expecially created for this.

    <b>add:</b> ok i have texted this feature. i can make doors that open and close if a hive or ressource node gets destructed or build. This triger works fine.
    "on build" means till its finished and not on placement.
    "on Build" reacts on the first hive and ressource node at game start, too.

    The mayor problem of this feature is that the commander can see easily see wich ressource or hive is build and wich not.
    This is WAY too powerfull and kills the whole gameplay of secret aliens and all.
    oh wait. why not <b>use "func_seethrough_door"</b> or "func illusionary" with the "invisible from top down" flag for illusionary infestation hanging on the top.
    problem solved. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    This keeps the minor problem of desyncronised doors, eg. a resource is build and a door closes slowly. this goes out of sync when the ressource is destroyed before the door is completely close now...

    this way the following scenario works fine:
    if a hive is build u see lot of investation there. if not its less investation.
    If a ressource node is NOT build it has some investation, it ifs build its all clear. (looks werid if an alien build it.)

    -
    idea 2: (science fiction, hopefully released in a new .fgd)
    XP-Cagey told in this forum that trigger presence (soon) should <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=20874' target='_blank'>react on build structures</a> (e.g. turrets) and can differentiate between marines and aliens.
    -> you could make investation in main rooms that goes away when marines build in there or that (re)appers when alien build there.

    all this just requires a lot of func_seetrough_doors (and 1-2 trigger presence in chase 2) but each brush will be one of the max of 200 objects <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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