Salvation Of "repetition" Of Maps?
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aka RpTheHotrodDallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
All the maps always ahve the same things, always, never ends. I think the official maps should at least have some "random" factors in it, just for fun. Like an unstable area, or, I dunno, but the best part is the FUN stuff. Now I know it doesnt make sense for NS, but here's an example.
On an Unreal map, it was a mansion. When the huge grandfather clock would hit midnight, someone would scream, and the lights went out, and you could hear an erie piano music start playing. If you went into the paino room, the room was glowing an erie blue color, and the piano was slowly floating around the room as it played, until it finally finished the song, started slowly going back to the ground, and...touched down, lights went on, and again *click.....click....click....* of the grandfather clock.
The map itself wold have goten boring, but a "random" factor, or whatever, REALLY make the map EXTREMELY popular. Add a few other things, you'd never know what would happen when the haunting began.
In a CS map, sometimes a ghost would appear outside, just small stuff like that. It really adds stuff to the maps. Add a major rare function, where maybe you'd be lucky to see a certain event happen after months of playing. The maps would always have something for everyone.
As for NS, ghosts wouldnt make much sense, but maybe an easter egg or something out of the way....but still, as for NS official maps, it would be GREAT some random factors happening, that doesnt happen every game. Common...like a pipe busting and blowing air, or rare, like an airlock problem with red lights and alarms cutting off a certain route, maybe an astriod collision,etc... Instead of having "Map1 Strat, go here, do this", you'd have to sometimes adapt to changes you didnt expect.
yeah, it would take more effort on the creator's part...but the map would have a MUCH longer lifespan.
On an Unreal map, it was a mansion. When the huge grandfather clock would hit midnight, someone would scream, and the lights went out, and you could hear an erie piano music start playing. If you went into the paino room, the room was glowing an erie blue color, and the piano was slowly floating around the room as it played, until it finally finished the song, started slowly going back to the ground, and...touched down, lights went on, and again *click.....click....click....* of the grandfather clock.
The map itself wold have goten boring, but a "random" factor, or whatever, REALLY make the map EXTREMELY popular. Add a few other things, you'd never know what would happen when the haunting began.
In a CS map, sometimes a ghost would appear outside, just small stuff like that. It really adds stuff to the maps. Add a major rare function, where maybe you'd be lucky to see a certain event happen after months of playing. The maps would always have something for everyone.
As for NS, ghosts wouldnt make much sense, but maybe an easter egg or something out of the way....but still, as for NS official maps, it would be GREAT some random factors happening, that doesnt happen every game. Common...like a pipe busting and blowing air, or rare, like an airlock problem with red lights and alarms cutting off a certain route, maybe an astriod collision,etc... Instead of having "Map1 Strat, go here, do this", you'd have to sometimes adapt to changes you didnt expect.
yeah, it would take more effort on the creator's part...but the map would have a MUCH longer lifespan.
Comments
-GF
But I totally agree. None of the official maps make extensive use of trigger_randoms, and that's really too bad. NS is totally about adaptation, and static environments take some of that away...
Maybe have a single pipe running from one side of the map to the other, and have indestructable grates looking down at some parts. The whole pipe could be fogged up with static particles, giving VERY low visibility. Then, a random event happens, say, in a armory and a nanite canister (a barrel, for argument's sake) bursts open causing a explosion... this happens at random times and after a certain amount of explosions a hole is opened in the pipe. Maybe some of the grates that look into areas can be weldable to open or close.
Heck, maybe even have another random event happen where if another pipe gets busted it falls and breaks open a furnace which has molten stuff in it to the a pipe; and everything in the other pipe burns as it gets filled with magma slowly, or maybe gets filled with molten metal or magma completly and all the openings thusly pour out magma... and then through a simple weld the furnace is shut off and all the magma can harden or pour away.
Very possible with the HL engine, i think. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Scripted sequences are more prominent in single player because they can afford a higher entity/poly count in general.
Multiplayer cant afford it, especially NS, wich uses several times the entities/cpu power/client-server calculations as your average HL mod.
WIth that said, I think there are some ideas that could definatly add atmosphere to a map, many of wich are possible IF all the other factors a mapper needs to consider in designing a map for NS work out...factors that are (with good reason) a bit more restrictive on a mapper. Go read the mapping guidelines...after pouring over that for 10 minutes, I bet the last thing you'll be worried about is adding scripted sequences to your map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The G-man ghost isn't random. You have to take a precise path through part of the map, hitting certain triggers, and then he will appear. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
maybe make these "random" events occur from off the wall triggers, that MIGHT happen if someone happened to do the right things by accident (like most times in vegas when the ghost appeared...people were just walking by and triggered the three triggers)
when you first time walk the hallway and SWOOOOSH sound with steam makes you jump of the chair.
Other cool stuff in bast that there is no copy pasting and almost every area is new, exciting and random.
And of course using random sounds like distant alien moaning in silent tram tunnel in bast. Scary is it?
Sorry if I suggest something again. (I did not read all the replies.)
the is one big problem with making level changing events... the level will look ugly because brush entities do not get any lighting details and will look a bland single shade. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
but i have a suggestion...
how about func_weldables that have a greater effect and can help finish the game? like something in a hive that is likely to be well defended... but if activated a ship's system will startup and make that hive extreemly vulnerable... and of course the weldable would be very strong