Need This Entity In 2.1
Andos
Join Date: 2003-10-17 Member: 21742Members
<div class="IPBDescription">or more mapper side options</div> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
NS mappers really needs this entity or atleast update the existing:
info_mapinfo
Why this? Because i want to edit the max siege distance and turret/offensechamber distance.
Many mappers may have difficulties making a map that has a good look and gameplay while thinking of siege cannons.
I have a smaller map and it would be lame if you could siege hive #1 not that far from the marine start. If the max distance could be lowered a little by the mapper (like changing the bombing distance in a certain half-life mod <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> ) we had better control over the gameplay.
Anyone fore it?
NS mappers really needs this entity or atleast update the existing:
info_mapinfo
Why this? Because i want to edit the max siege distance and turret/offensechamber distance.
Many mappers may have difficulties making a map that has a good look and gameplay while thinking of siege cannons.
I have a smaller map and it would be lame if you could siege hive #1 not that far from the marine start. If the max distance could be lowered a little by the mapper (like changing the bombing distance in a certain half-life mod <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> ) we had better control over the gameplay.
Anyone fore it?
Comments
(Didn't feel like putting this in the suggestions forum because this is more mapping related)--I dunno...
It also helps if there are places in these vents for DCs, so that skulks can comfortably chomp turrets without dying. The DCs wont get spotted until the siege is complete and scanning begins, at which point the DCs get attacked first, buying the hive more time.
It would certainly make compact maps more viable. (IIRC there was one custom (serious)map that unintentionally allowed sieging of all 3 hives from a certain spot...)
MAKE THE MAP BIGGER!!!!!!!!!!!!!!
If the map is so small where this is a problem, well, the map is too small. Simple
you are trying to make a map for them, not a game for your map. so, no.
Ando's suggestion, (which is NOT stupid) was to have an entity that allows the changing of the siege range. I'm sure it wouldn't be hard to program in, except the dynamic "range circle".
This entity could be set to a default of whatever the dev's want it to be. The range would be different for that particular map, and at the mappers discretion. It would allow different designs to maps. One less limit. It would allow tweaking for a particular map.
And you are wrong about who the map is made for. If we have to make every map for THEM at their rules, you'll slowly see fewer and fewer custom maps. 2.0 suffers already with the lack of backwards compatibility to 1.0x maps. Flexibility is the key word here. The mapping guidelines could simply state that maps that are to be considered for official release must stick with the original siege range. Even if it wasn't official, a smaller map if playing with only a few people. I remember playing ns_europa (IIRC that was the name) and playing with a "no sieges" rule and having a lot of fun with that. Variety is the spice of life they say.
I personally have no use for it, and probably wouldn't use it. But allowing more flexibility in the entities in general should not be thrown out the window. A specific feature doesn't have to be implemented right now, and ready for 2.1, but it could be considered for a future release.
another suggestion i would say is to have an entity to dictate where 'rines CANNOT build. eg, have them as a volume entity, so you cannot build anything inside the (transparent, non movement blocking) poly. that would allow mappers to stop the lame building of ccs in vents and the like.
They will not allow for any range changes. This game is already hard enough for noobs. Make it harder, don't bother. And, simply if the map is that small, then it just is too small to be playable. If you want a map that small, combat is there.
adjust your map.
And Yoda, I don't see it making the game harder because of that though, as it would be map specific and easy to see (if implemented properly). I mean, I think it would be used mostly for custom maps as well.
Or if you mean for mappers, it's like any entity... if you don't know it or "get it", don't touch it and use the default. Though I do agree with the point about just making it a combat map if it is that small. It also isn't completely necessary, and I wouldn't go lobbying for it myself. I just wouldn't dismiss it because it's not that bad of an idea. (I don't know how Flayra implemented it, but it may make testing changes to the siege in the future easier if it was a matter of uploading a new map instead of a new build...)
Though on thinking of it, those guys that like to RIPEnt maps may go fooling with that and really mess'em up. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
yeah and mess a map up by changing siege ranges too much and it doesn't get put in rotations... its as simple as that.