Salvation Of "repetition" Of Maps?

includeinclude 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.

Comments

  • acer_racer_r Join Date: 2003-08-03 Member: 18784Banned
    i agree 100%. i saw this problem with 2 large nintendo games, metroid prime and zelda:wind waker...
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    the only problem that i for se with this idea is clan mathces wher the teams have to switch in the intrest of fairness the map must be the same. other than that though its a good idea and yes try and incoperate it in such a manner that it wont screw over game play
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    In the map I'm currently making, "ns_papillon" a prison ship, there are large tubes with top criminals in cryo sleep in them. I'm currently getting a moddeler to make these criminals, once hes done I'm going to get them an animation so that every once in a while you walk past them, they wake up and freak out, whith a nice lightning effect going at the same time, should scare you shitless if it works properly.
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    Sorry, but I don't like the idea. I like the maps like they're jost now.

    -GF
  • LextalionisLextalionis Join Date: 2003-06-07 Member: 17073Members
    Just use trigger_randoms. They're designed with that kind of functionality in mind, and have tournament flags that always perform one action if it's a tournament game, to keep things fair.

    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...
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Keep in mind that the example you gave is a hell of a lot easier to do in the unreal engine than in the half life engine. (As is mapping in general, I'd say)
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    4 sure, moultano, but maybe it could be abit more simple.

    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-->
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Imo, if you want some sort of effect(s) like that you would need to set it up so it would be off in Tournament mode. I beleive thats possible with a few spawn flags set a certain way.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited August 2003
    NS uses a ton of entities as it is...I dont think any map looking for official inclusion can afford to devote many entities to a "random fun factor".

    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-->
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited August 2003
    Well, de_vegas was pretty fun because of a ghost that appeared everyonce in awhile.
  • DihardDihard Join Date: 2002-12-02 Member: 10365Members, Constellation
    <!--QuoteBegin--RpTheHotrod+Aug 6 2003, 11:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RpTheHotrod @ Aug 6 2003, 11:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, de_vegas was pretty fun because of a ghost that appeared everyonce in awhile. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    There are triggers for that sort of stuff, to be sure and certain, but triggers need ents, and ents are in very short stupply in most NS maps allready...
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited August 2003
    I know you can trigger it...I was saying random to get people to think <!--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)
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Good examples for random stuff are steam puffs coming from the pipes in ns_bast... it´s just awesome
    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.)
  • SamWSamW Join Date: 2002-11-01 Member: 2515Members
    you know to making spooky for the rines you could add random walking noises near hives <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    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
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    What would be cool would be to have 3 res nodes around the map and at random at the start of the round it added a second node to one of the locations thus creating a random double-res for a team to capture.
  • SamWSamW Join Date: 2002-11-01 Member: 2515Members
    hmm... so there would be six and two of them would be killed. (wait... can the resource node entity be killed? i know that entities cant just be spawned.) heh... well one thing about that is that any resource nodes will show up on the map and its location would always be known
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Well....just add some "fun" stuff then, to make the map interesting, like vegas' ghost. heh
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