Lerk And Skybox...
RR_Co-N
Join Date: 2002-12-11 Member: 10524Members
<div class="IPBDescription">yeah its kinda lame.</div> Before a certain somebody posts his homemade lerk+skybox=lame when he sees my map, i would like to ask for some suggestions to counter the lameness of an invisible wall in the sky. =P
Everybody wants skies above while battling it out with skulks and fades comming from the woods or hills, right?
What can we do to counter this problem?
Is it really such a big problem?
Anybody wanna brainstorm with me?
-Is there a brush that can kill energy to prevent lerks from commign that high?
They would fall back each time they almost reach the top.
-An energy field would be a solution but it kinda kills the idea of skies above. It would make it just another room with an energy ceiling....
-trees. Leaves that hang just under the skybox, conceiling the lerk bumping against the skybox to spectators. This aint a solution for the player itself but just for onlookers. Also kinda blocks of the view of the sky. Keeping the trees to a minimum can make it look ok..?
Any suggestions?
Everybody wants skies above while battling it out with skulks and fades comming from the woods or hills, right?
What can we do to counter this problem?
Is it really such a big problem?
Anybody wanna brainstorm with me?
-Is there a brush that can kill energy to prevent lerks from commign that high?
They would fall back each time they almost reach the top.
-An energy field would be a solution but it kinda kills the idea of skies above. It would make it just another room with an energy ceiling....
-trees. Leaves that hang just under the skybox, conceiling the lerk bumping against the skybox to spectators. This aint a solution for the player itself but just for onlookers. Also kinda blocks of the view of the sky. Keeping the trees to a minimum can make it look ok..?
Any suggestions?
Comments
You could also cover the skybox with a Ckip brush because skulks cant blimb clip brushes.
AFAIK and if I'm not mistaken, ZHLT adds CLIP automatically to the SKY brushes.
....no.
Nothing like a hill and woods to kill the NS atmosphere.
Alien vegetation would be cool if you ask me. Those starships and spacestation we fight in now must land somewhere and spread the hive right? Hera is set on a planet and to me it would rock if the battle could take place on that nice looking landing platform outside...
I know it aint possible to create large open areas but being outside every now and then might help our claustrophobic friends in the community. =P
Anyways, keep them suggestions flowing.
thnx.
Ok, look at the offical NS maps. Those maps are the epitomy of NS atmosphere. Claustrophobic coridors. Blinking lights. Machinery. Pipes spewing jets of steam.
Now tell me how a hilly wood fits in with all of that.
Maybe I should roll one more and head off to Fan-Fiction forum.
P.S. I live in Wisconsin, so please dont flame me.
As for the technical side, why go to great pains to make some reason for the sky being solid? It's a game, and people understand mysterious invisible walls like this. They're in most games, and NS doesn't claim to be real life. And yes, skulks seem to be able to climb up both clip and sky brushes sometimes (I think only for clients). Perhaps this will be fixed. But otherwise, skulks can climb on sky, and is this so wrong? They're aliens! Perhaps they have the ability to hover at a certain altitude, who are we to say?
Well thanks for listening to my rant, and if you're intrigued go download surface =)
<a href='http://surface.jakrabbit.org/maps.htm' target='_blank'>http://surface.jakrabbit.org/maps.htm</a>
The wind explains a trigger_push and some randomly appearing thunders from cloud to clout make the air really dangerous!!!
Inon storms can have random color and werid behaviour.
I second the opinion that there is nothing wrong with an invisible sky barrier. It certainly doesn't lower the stadard of realism in NS from what it already is. Take a look at the people actually playing this game.. they are not exactly caught up in the narrative aspect of NS, they just want a fun multiplayer experience. That's why the "fun maps" are so popular with NS.. they tend to be more varied and strategic than the standard maps which essentially all play the same.
This is exactly what I was going to do for my map exept the pushes pushed the player vertically into a trigger hurt (they actually get "slammed into the wall" by the wind)...it ends up being too or many too big entities. Exactly what you dont want to happen scince a decent looking outdoor area is already pushing the boundaries on other fronts. And if your "room" is small enough that the entities dont add up, it probably wont be a very good outdoor area anyway, so ya may as well put a window/force feild/whatever over it.
Func_push sounds great but may end up feeling the same as an invisible wall that pushes you away when you ar near it..?