I was always wondering why no open maps are made... Damn, if I liked anything from the HalfLife Series, it was those huge open areas that gave a feeling of freedom... and not those boooooooorrriiiiiiinggggg vents and walls and walls and doors and walls.... Ok, the engine might be too old, but still, Halflife itself had many open areas. That means its not impossible. You can do it guys! Make a more open map! Something with constant enviromental change!!!! And i ll be your first map tester ;D
The only convincing outdoor scenario that could strategically work in NS would be a dense urban setting. This would have to include some indoor sections and would give the kharaa a decent chance as there would be plenty of hiding places and ambush spots, while it still has a good chance of retaining the tense atmosphere for the marines.
The only solution to the "walking on the sky" problem I can think of would be to make an invisible ceiling well below it that would be unwalkable by skulks... not sure how this would be done though.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Q. How can the commander's camera's see the battlefield if there is no ceiling? A. Use your imagination. Hovering cameras or orbiting satellite cameras come to mind. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
These cameras - how exactly do they hovar? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> *runs away*
<!--QuoteBegin--Jimlad+Jul 17 2003, 07:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jimlad @ Jul 17 2003, 07:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only solution to the "walking on the sky" problem I can think of would be to make an invisible ceiling well below it that would be unwalkable by skulks... not sure how this would be done though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> A func_push brush entity under the sky (which would push players downward) would work too. Of coarse, that's if NS <u>has</u> the func_push brush entity in it's code.
Still, unless every surface is made fair for both teams marines would have a huge advantage. Open hives for example = marines shooting from far away. Rocky outposts and trees? Build a turret up there, it pwns skulks below.
Now, I would like, for example to have one small open area, maybe like there was a break in the space base, so you have to get across it. However, I think the person who started this thread thought about having more than just a small open area.
I'm still not convinced about the problem with nodes. A resonde looks like a sewer lid with a hole in it, something like that does NOT occur naturally. Neither does nanosludge. Nanosludge is not some kind of mud that lies in the streets, it's a mass of nanomachines. Nanomachines DO NOT occur naturally, period. There is STILL the possibility of placing structures that generate nanosludge around the map (geothermal energy would supply them with the energy they need to build nanomachines), but that is a limiting factor for outdoor maps. Resnodes littered in the wilds look out-of-place. A resnode on a ROCK or (God forbid) in the BRANCHES OF A TREE just CAN'T be explained.
It would make sense for there to be biodomes since most planets don't have the kind of habitat that is human/kharaa friendly. And within the biodome any kind of habitat can be created.
Maybe a larger scale ship with a biodome would be pretty nice. Have a few trees and shrubs stuck in the dome with a stream or something running through it. Not a huge dome just a few meters high and a few wide should suffice.
Comments
Damn, if I liked anything from the HalfLife Series, it was those huge open areas that gave a feeling of freedom... and not those boooooooorrriiiiiiinggggg vents and walls and walls and doors and walls....
Ok, the engine might be too old, but still, Halflife itself had many open areas.
That means its not impossible. You can do it guys! Make a more open map! Something with constant enviromental change!!!! And i ll be your first map tester ;D
The only solution to the "walking on the sky" problem I can think of would be to make an invisible ceiling well below it that would be unwalkable by skulks... not sure how this would be done though.
Q. How can the commander's camera's see the battlefield if there is no ceiling?
A. Use your imagination. Hovering cameras or orbiting satellite cameras come to mind.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
These cameras - how exactly do they hovar? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> *runs away*
A func_push brush entity under the sky (which would push players downward) would work too. Of coarse, that's if NS <u>has</u> the func_push brush entity in it's code.
Now, I would like, for example to have one small open area, maybe like there was a break in the space base, so you have to get across it. However, I think the person who started this thread thought about having more than just a small open area.