Ns_mazefight. Hovars Without Flapping And Attacks

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited June 2003 in Mapping Forum
<div class="IPBDescription">when your are looken the other way.</div> <a href='http://www.df5jz.de/Ollj/ns_mazefight_b5.zip' target='_blank'>ns_mazefight_b5</a>
<b><a href='http://www.df5jz.de/Ollj/ns_mazefight_b6.zip' target='_blank'>ns_mazefight_b6</a>
Marines and Aliens fighting each other inside of a huge maze that changes its shape.</b>

The maze is square.
Marine Spawn is south, the Hives are West, North and East.
There are 4 resource nodes near the corners and 2 near the center.
It has 2 Levels; main and sewer:

The sewer level is a lower static maze that only connects all resource and spawn positions. Just perfect for Skulks.
There is no ladder to climb out of the sewer level. Marines can/should not build in the entrances to the sewer maze.

The upper level, main level, is a <b>variable (!!!) maze:
55% of its walls are solid.
30% of its walls are rotating doors (vines), "doors that rotate when your are looken the other way".
15% of its walls are sliding doors (hovaring scorpians), "doors that hovar without flapping".</b>
The commander can see scorpian and vine symbols on the doors. For all other players the doors look like walls.

The rotating (vine) doors are split in 4 groups. Buttons at the spawn locations toggle the vine doors on the other side of the map.
The sliding (hovaring scorpian) doors are split in 6 Groups. Buttons at the resource positions toggle the scorpian doors on the other side of the map. in _b6 trigger_presences near the spawn locations trigger all theese doors, too.
The minimap shows what kind of door gets toggled from what positions. This are the resource positions and sewer exits also.
The commander can toggle all door groups just by klicking the doors-wall. But a single door group is at last 30 widely spread doors big. 10 groups -> 2^10 =1024 possible maze layouts.
Wide blue spaces on the minimap have no paths.

General:
TRY TO STAY TOGETHER.
Both teams should use the buttons in iregular long intervals to randomize the map layout on the other side of the maze and confuse the enemy.
Structures and players that get stuck between a moving wall and a Player/Structure will die quicly (killed by scorpian and vines).
Use voice "local" comunication like: "death end here".

Marine Strategies:
Marine advantages are phasegates, motiontracking and the commanders controll/overviev over the map.
On game Start marines do not spawn near the CC.
This gives them a disadvantage in the early game (searching the CC) and a destress advantage (attacking from behind, fast rushing).
Phasaegates, mines and early relocating is a nice strategy on this map. Dont waste too much in HMGs.
Slowly pushing forward and ramboing with secret outposts should work fine, too. Just coordinate this.
The comm is not your slave, most times you need to find the way yourself.
Marines might loose their spawn base quickly once a small group finds it undefended. Just prepare to relocate quickly anytime, it needs some time to find a relocated base. Best relocating spots are between 2 resnodes.

Alien Strategies:
Many corners, huge size and vent system makes this an alien map.
Use hivesight to orientate. The hive names show general directions.
In early game use the sewer level for a fast movement to the maps key positions.
Hiding on the ceeling in the upper level is nice, too.
The upper level has some "thinner parts" between the respurce positions. thoose are good places to build structures.
Try to keep controll over most parts/resnodes of the maze.
Try movement or sensory first. Its a maze so Cloaking, Hivesight, Scent of Fear and extra speed are more important.
Secure and build a second hive as soon as possible.
When you have 2 Hives stay the hell together as fades/lerks and press the buttons more often to make the maze more "open".
You can build structures in the sewer entrances. But keep at last one entrance free.

<a href='http://www.df5jz.de/Ollj/ns_mazefight_b5.zip' target='_blank'>ns_mazefight_b5</a>
<a href='http://www.df5jz.de/Ollj/ns_mazefight_b6.zip' target='_blank'>ns_mazefight_b6</a>

Marine Spawn:

Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    edited June 2003
    ollj likes making people go crazy, just looking for the comm chair will be an adventure.

    knowing how big this map is, you should maybe increase the size of ur textures to maybe x2 y2 in scale size, or maybe a little bit bigger, that should cure ur problem with alloc block full.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    It is already 2x2 all over.
    Have' nt mentioned that the map is dark and there are no spots of different light that help orientating.
    The texture is repeating all over the map but still "really interestring".
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I feel dreams of my childhood arise <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    I like the idea of hidden outposts very much and though about it before without finding a fitting layout. A maze with moving walls though is just perfect! I wonder if blink is of any use or simply aids to confuse.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    it is SO downloaded. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I bet FPS will suffer on slower computers, though.
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    Cool map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    euhm Ollj , i cant get out of the ReadRoom :| ( i donwloaded it 5 days ago or omething so mayb old version )
    and couldt find the CC but i did find a purple wall :S
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    ns_maze...
    and
    ns_mazefight...
    are both mazes BUT only the ...fight... version(s) are playable with 3 hives, resources and stuff.
    the other(s) are just like ns_jumpingame withput gameplay.

    This map uses 500 entities like most public maps. R speeds are not really higher, there are enough vis blockers and the walls are minimalistic.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Its on our server, we are playing it now.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Downloading now, I hope some servers play it because it looks like alot of fun.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    Ok 8 players are not enough for a map of that size and it should change its shape more often and randomly.
    maybe most players just didnt find a button.
    In the hives its on the inner walls near the sewer exit. all buttons are plain red. Maybe they need a light spot.

    It was a great scary experience and every marine was skulk food as soon as they found a hive to die in or a skulk found marine spawn to take out all IPs. (like in days when 1.0 released)
    I once found an unbuild hive with a gorge in it. Wounded the gorge but it escaped behind a wall and was never seen again. Suddenly 1 skulk appeared passing a gap between 2 walls. Then a second skulk got me from the side. Just great.

    When you are in marine spawn and the commander gives you a waypoint to the northern hive 7000 units far away (thats as long as a train of 70 oni) and you need to walk through the whole maze to reach this tiny blinking dot, this is fun.

    Aliens should use the sewer for quick movement. Its faster than the upper level and less confusing.
    When searching marine spawn use the hive names "west north east" for orientation. Just go away from "north" to south.
    All resource positions (large rooms) have info locarions like "SouthEast" or "CentralNorth"

    Marines should not be able to build a res tower from below, however gorges should.
    Some places need a sign/map on the bottom that tells your location. Like a huge maze and a small red dot somewere with "you are here" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    The main map positions will get some light spots.
    The "holes of death" will be changed into side entrances so you cant fall down if you dont want to.
  • CarlingCarling Join Date: 2003-05-21 Member: 16571Members
    Heh pritty nice map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> played it on DEAD CLANS server and i got totaly lost heh.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <a href='http://www.df5jz.de/Ollj/ns_mazefight_b6.zip' target='_blank'>ns_mazefight_b6</a>
    - Added some light spots.
    - changed the sewer entrances near the resources.
    - Placed some trigger presences that toggle rotating walls. could be more interestring.

    Average w_poly is 50. hive locations have 200 max. Marine Spawn has 500.
    Command view has ~700 (cus its highter than average).
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited June 2003
    OOO! OOO! I HAVE A IDEA! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    in the middle have on a wall a miniature version of the map (on the north wall), all laid out in its over-viewing splendor. whenever someone presses a button to change the map, a exact representation gets moved on the overview in the center of the map.

    basically if you had 2 rooms, a hallway, a door, and the overview on the floor there would be two rooms of proportionate size connected by a hallway. in the hallway on the overview the door would apear. when you press a button to make the door lift, the door on the overview <i>also</i> lifts.

    so you press a button and the real door goes down the usual amount, and a representation of the door on the overview gets lowered to show, without the player looking, that "Hey, that door's closed... and now its opening..."

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> [overview]
    \:hehe |:Hmmm, k. that door is open. i know it b/c im looking at a [real time] representation of the level.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    Too many polygons and bones, too much useless information and too much work for something that changes to quickly.
    The layout is not final.
    There will never be an animated realtime minimap of any kind, just makes no sense too because it unleases parts of the feeling of getting lost in a variable maze.
    You could spend hours in creating this, than ingame you see it and think "wow, that looks nice, but it does not help me and its absolutely useless and kills atmosphere"

    Ill include a basic static map, just a little more detailed than the Marine minimap, 3d and with transparency after the basic layout is prooven almost ballanced.
    Right now it looks like it supports aliens too much, maybe delete some walls of the upper maze making it more open (longer field of view, easier rushing and faster finding each other).
  • 84n44n84n44n Join Date: 2003-05-11 Member: 16207Members
    i must play this map now <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • CrashCrash Join Date: 2002-11-01 Member: 3395Members, Constellation
    Actually you may be shocked to know there are way more permutations than 1024. To work out many possible layouts there are, you do n!, where n is your number of variables. In this case, its 10!.

    ! = n x (n-1) x (n-2) x (n-3) ... x 1

    ie. 10 x 9 x 8 x 7 x 6 x 5 x 4 x 3 x 2 x 1

    This equals <b>3628800</b>. People could get <i>very</i> lost in your maze <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    I dont think its n!
    n! is the possible order of n things in a string like when you have 10 cards mixed you have 10! possible orders of cards.
    e.g.: 3!:
    123
    132
    213
    231
    312
    321
    6 possible orders of 3 "cards".

    but this doors are binary (opened or closed), they dont get shuffled.
    So its more like a 10 bit binary number:
    1010101010 (every second door closed)
    and possible numbers to encode with a BInary system is n^2 were n is the number of binary digits.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    eh... Crash, maybe you want to take a crash-course in stochastics?
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    Ain't 10^2 100 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I think you mean there are 2^10=1024 possible combinations
  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Members, Constellation
    ummmmm ok theres 10 each with 2 possible positions
    its positions^n i think so 1024
    i never liked math ... to many numbers
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