Overly Chatty Penguins
The Ready Room => Media => Mapping => Topic started by: A Boojum Snark on May 09, 2004, 12:51:01 PM
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What would you think if I made a combat map which was purely marines attacking and aliens defending?
The CC would be hidden out of the map so the aliens could not hurt it.
I would give the marines unbuilt TF/turrets they could construct when the map loads to reduce alien attacks and spawncamping.
I may even ponder with giving the marines DC hidden under the floor in MS which would heal them, the armory, TF and turrets too which would make aliens not wanna attack even more :lol:
and please, dont think about nubpai lamers that would camp. Think about it being played on LM with good players that wont do that :p
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That would be kind of cool. You'd have to make it so the aliens had an established "base," and they could only heal it -- not add structures.
Exterminate the alien menace! >:D
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I could, but I think marines have enough trouble attacking as it is (dont really know how it would work in this, aliens are always on the offensive in normal CO <_<)
Not to mention you couldnt build sieges so a fortified base may be too tough.
Oh yea, one last thing, when I was testing CO things a little while ago I came across a problem... OCs do not shoot in CO :(
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Yamazaki suggested a similar idea in #ns-staff yesterday. So yeah, it's a good idea. And it might make it into NS proper.
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Id rather have the CC so that at least some of the aliens dont spawn camp when they reach the marine start,
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Actually, this sounds to be a rather awesome idea. But tell me this - what hapens if a herd of onii rush into the marine spawn, demolish th paltry turrent defenses, and spawncamp the livelong day?
Seeing as hw there's absolutely no other way for the kharaa to win other than waiting that certain amount of time.
In conlusion, this could truly lead to much laming and bloodshed unless planned to the point of utter perfection.
But for starters, how would you remedy this situation?
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this sounds like a great idea for a combat map
so i say go for it
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UK: yes, but if you have the CC then people will attack for the purpose of attacking it.
Dubb: not sure, I'll have to ponder on that as I work. I am thinking though that with the camping prevention at low levels by the time there are oni the marines will also be heavily outfitted and always on the offensive.
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People attack MS because they have pushed the marines right back to their spawn ad want to rack up more kills. Taking the CC out wont change this.
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Well, if it does make it to NS proper, then onos could always be disabled so you couldn't evolve to that. So then there would be just fades (and lower); then it wouldn't be impossible for marines to complete their mission.
EDIT: I told you replies would start comin' Snark.
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ogm pictarz. I got 2 pictures of marine start here. Currently it has 1 armory, 1 RT, 1 TF (under the grate in the floor for protection), and 5 turrets. The CC is stuck inside one of the elevated areas. Combat MSs always look so bland, so I'm trying to make one that looks more like an MS in NS ^_^
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B)
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ogm those pictarz are great snark keep up the good work
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Look at the red turrets! :o
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looks nice,
to counter the spawn camping issue you could make it so thatt if no marines are alive the cc is crushed by a func _door.
to do it: trigger_presence: if no rines on map-> multimanager: xseconds trigger multisource with the trigger_presnece
then the door is triggered along with gametext taht says: "spawn camp likely. cc is being crushed" or somehting and wham bam thank you ma'am.
you could build in a shut off too that if no marine exters a ceratin area near teh cc in x seconds it is crushed to prevent freak accidents.
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Hmm, thats a good idea, buuuut.... then the aliens may try to kill all the marines to win like that. So I dunno... :|
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that's why you'd have a trial period before the actual crushing of the CC, if a marine goes into the "disarm" area (some place near the CC) then it will disarm the crushing. Of course, this would have to be not to easily accessible to prevent a rine sprinting to it while the aliens try to kill him so they don't have to wait more, thus prolonging the game.
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Except that it shouldn't be kept that obvious. More like "Human presence terminated. Hostile lifeform overflow detected. Iniating self-destruct sequence."
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I really like the looks of the map keep up teh good workige!
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Or you could scrap the whole turrets idea and put in a separate spawn room, as someone suggested before, that could be above the MS and you would go down tubes or shafts which have a trigger_push so then no skulks can get up it, but the marines would have a choice which shaft to go down and could suprise campers olll. They also suggested making it so that you could see through the top but not the bottom, allowing you to choose the best shaft to go down.
Of course, this whole concept is no fun, I like turrets in CO :D.