Vents, Aliens, And You

DaStompaDaStompa Join Date: 2003-01-22 Member: 12591Members
<div class="IPBDescription">plea from a kharaa player</div> I do not know why, but mappers seem to have the great urge to put a small "boarder" along vents on the ceiling and/or walls. Not to be critical, but doing this makes it excessivly difficult to get into them, expecially without leap, you can forget about scrambling into them as well. If you feel the need to place them, make them walk-throughable (Dont know what the exact property is offhand)

Just a small request from a normal alien player who gets killed feebly trying to get into vents, all the time :-(

Comments

  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    The idea of small vents and pokey out bits is to encourage more skill usage, its jsut as hard for jpers to get in those vents as well as the kharaa.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Already fixed that problem in my map. It got quite annoying especially since the vents are used more in the early game(no leap) so they can get the jump on mobile marines.
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    This is highlt annoying in the map NANCY. Almost every vent is a challenge to get into.
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    <!--QuoteBegin--Cyborgguineapig+Feb 5 2003, 12:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cyborgguineapig @ Feb 5 2003, 12:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is highlt annoying in the map NANCY. Almost every vent is a challenge to get into. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Mother interface node has to be the worst. Of course, the upside of Nancy's vents are that they can take you practically anywhere in the map. Too bad they are such a maze that I still can't navigate them. I'd say Nancy overdoes its vents. But that's a bit offtopic.

    About the subject: I feel vents that are hard to get contribute nothing but frustration to the game experience. It would be similar of having places that require really precise jumps from marines in order for them to get there. Difficult vents don't really fit in the idea of NS as a game that doesn't reward this kind of individual skill. I mean, there are other, more fun aspects of skill you can reward than the ability of *gasp* getting into difficult a vent!
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    It's called a func_illusionary. <<GASP>>

    GSH
  • DaStompaDaStompa Join Date: 2003-01-22 Member: 12591Members
    <!--QuoteBegin--Revenant+Feb 4 2003, 04:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Feb 4 2003, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The idea of small vents and pokey out bits is to encourage more skill usage, its jsut as hard for jpers to get in those vents as well as the kharaa. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    not really, it is simple to get into as a leaping skulk, lerk, or jetpacker, but is a horrible ordeal to get into as a wall clinging skulk
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    I'll say, it's can be a really painful experiance early game. And yeah, nancy's vents are useful, but hard to get into and soooo hard to navigate.
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    I think the vents in ns_nancy very well done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Pick an entrance that is easily to get into & off you go... I just wish it was all linked into one big system instead of two (so you can get to nameless more easily.)
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    personally i think hard to get into vents are just the damn trouble with wallclimbingcode. for example, the hitbox/bounding box for a skulk is 32x32. so if you have a vent 40x40 it should be easy enough to get into if it rests flat on the wall right? wrong, it takes alot of fiddeling to get into. at least in my "mappingtests" now i am aming for something like 50x50/ 56x56 should work better. Its not easy to figure out good measurments. and since these where the first maps ever for NS , i am shure we will get updates on some of em in the next releases <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    As far as I can recall NS_Nancy is the only map with sticky out vents. It annoyed me in playtesting and it annoys me now. I despise NS_Nancy. The layout is great but the mapping is just tragic.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    <!--QuoteBegin--ChromeAngel+Feb 5 2003, 01:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Feb 5 2003, 01:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As far as I can recall NS_Nancy is the only map with sticky out vents. It annoyed me in playtesting and it annoys me now. I despise NS_Nancy. The layout is great but the mapping is just tragic. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ditto. Except for the play testing part. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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