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Apr 17 2010, 10:20 AM
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#1
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Dark Minion ![]() ![]() Group: Members Posts: 480 Joined: 3-May 03 From: Finland Member No.: 16,026 |
oh helloes!
did a really quick search and didn't find anything on the subject so pardon me if there's already been discussion about this. anyways! I'd like to make a map where marines starts high and kharaa are at the bottom and marines have to gradually walk deeper and deeper to the peril. I think it would create more sense of the danger since after all, the evil always lurks in the basement. but since this is NS and there's this commander view which brings some limitations. with NS1 this was impossible because the lower the map gets the greater the commander's view distance gets, so I was thinking that maybe in NS2 the commander's camera could follow a plane that can be set into a certain angle and therefore the commander's camera would always be at desired height. here's a picture to elaborate. ![]() anyone with this one? This post has been edited by uffo: Apr 17 2010, 10:21 AM -------------------- :: Join the TSA they said. See the galaxy they said ::
- co_perkele |
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Apr 17 2010, 11:06 AM
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#2
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Minion ![]() ![]() Group: Members Posts: 345 Joined: 18-December 02 From: Australia Member No.: 10,967 |
I think a map like that would be sweet, not all maps though. The camera idea makes sense to me, but i don't know much about making games : )
-------------------- $Bl!nG$
www.thebarracks.com.au |
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Apr 17 2010, 11:46 AM
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#3
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![]() Dark Queen ![]() ![]() Group: Members Posts: 759 Joined: 10-December 09 Member No.: 69,550 |
I've let my thoughts on that in the Commander View sticky thread. I certainly agree with that.
I was thinking of either an auto-adjusting camera with smooth Y movement, or maybe a let the commander player use the mousewheel to zoom in and out of the map, and let the mapper set a minimum and maximum height inside the level with the commander camera entity. I'm sure they'll come up with something better and more intuitive than in NS1 anyways. -------------------- |
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Apr 17 2010, 03:33 PM
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#4
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Minion ![]() ![]() Group: Members Posts: 284 Joined: 23-September 08 Member No.: 65,064 |
I don't think such a map was impossible in NS1, I can remember someone who made a map and made it Pyarmid style so that there was one hive location at the top of the pyramid and every hive location was exactly the same time away from the marine start, I thought that was quite a genious attempt to the whole NS1 really unbalanced hive locations.
Maybe in NS2 it'll work better, but even if the camera is a little weird, this map would be nice anyway. -------------------- 'I object to all this sex on the television. I mean, I keep falling off. '
~Monty Python's Flying Circus 'Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.' ~Terry Pratchett |
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Apr 17 2010, 03:51 PM
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#5
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![]() Advocate of Noob ![]() ![]() ![]() ![]() Group: Members Posts: 2,310 Joined: 18-May 07 Member No.: 60,920 |
In a Podcast and for some ideas I believe we have discussed a kind of mesh height for the comm view (either precompiled or dynamic, don't recall/wasn't determined). That way different areas that are higher or lower wouldn't have this problem. However, it's not part of this: http://www.unknownworlds.com/ns2/wiki/inde...;s_new_from_NS1 so.... dunno.
Also, I heartily recommend ns_nexus, which is the pyramid map people are talking about. -------------------- NS2 Idea Map - Add your next suggestion thread here if you want it to be remembered!
Suggesting Good Ideas QUOTE <jenny> What's the plural of 'Onos'? <Mexican> For a while, I thought it was 'Oh ######'! |
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Apr 17 2010, 05:38 PM
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#6
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![]() Technical Director, Unknown Worlds Entertainment ![]() ![]() ![]() Group: Super Administrators Posts: 1,191 Joined: 15-March 02 From: San Francisco, CA Member No.: 318 |
I can't remember if we did a blog on this or we were just thinking about it, but NS2 will allow for the commander height to vary. The way it works is you setup these camera entities in the editor which specify how high the commander view should be at that location. The game interpolates between nearby camera heights to make it move smoothly.
-------------------- Max McGuire
Technical Director, Unknown Worlds Entertainment |
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Apr 17 2010, 06:03 PM
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#7
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Dark Minion ![]() ![]() Group: Members Posts: 480 Joined: 3-May 03 From: Finland Member No.: 16,026 |
neato and thanks! this can be locked away then.
-------------------- :: Join the TSA they said. See the galaxy they said ::
- co_perkele |
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Apr 18 2010, 12:42 AM
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#8
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![]() Foul Beast ![]() Group: Members Posts: 138 Joined: 14-April 10 Member No.: 71,385 |
I can't remember if we did a blog on this or we were just thinking about it, but NS2 will allow for the commander height to vary. The way it works is you setup these camera entities in the editor which specify how high the commander view should be at that location. The game interpolates between nearby camera heights to make it move smoothly. So, the commander can't zoom his view? |
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Apr 18 2010, 02:46 AM
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#9
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![]() I can mspaint ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,068 Joined: 23-May 03 From: Oztrealia Member No.: 16,635 |
I can't remember if we did a blog on this or we were just thinking about it, but NS2 will allow for the commander height to vary. The way it works is you setup these camera entities in the editor which specify how high the commander view should be at that location. The game interpolates between nearby camera heights to make it move smoothly. yup it was in an audio blog ages ago :) -------------------- thou shall slide!
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Apr 18 2010, 04:55 AM
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#10
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![]() Dark Queen ![]() ![]() Group: Members Posts: 897 Joined: 10-January 05 Member No.: 34,258 |
I can't remember if we did a blog on this or we were just thinking about it, but NS2 will allow for the commander height to vary. The way it works is you setup these camera entities in the editor which specify how high the commander view should be at that location. The game interpolates between nearby camera heights to make it move smoothly. Yes i remember that reveal. Any chance of full multi-floored support? I.e. floors which overlap each other? I just think it is a bit limiting that all "multi-tiered" maps will have this 2 dimensional feeling. Sure you can go up and down in height (like ns1 maps) by traveling across a stair case, climbing a ladder, or jetpack etc but it's noticeable that you are on "1" floor the entire map, just like how the commander sees it in this implementation. Sure it's more work for a commander, but this easily justifies having multiple NS2-commanders to handle the workload in parallel :) This post has been edited by FocusedWolf: Apr 18 2010, 04:59 AM -------------------- Go download my program (v1.9.0.1) so you can view this forum through cheap night vision goggles. Now. https://sourceforge.net/projects/windowshades/
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Apr 18 2010, 06:00 AM
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#11
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Hive Queen Group: Constellation Posts: 1,323 Joined: 15-January 03 Member No.: 12,313 |
You have no idea how serendipitous this thread title is, considering some comm's ego inflation :)
Anyways, entity-controlled camera is a step up, by why not go full-out player control? I don't see why allowing the commander to control his view on all axis is problematic. -------------------- "Why can i never be a SKUL or an ONOS why am i always a REIN?" - me, NS 1.0
When you won't do it for support... Do It For Black Armour ns nostalgia • missing: pc gaming |
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Apr 20 2010, 12:09 AM
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#12
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![]() Foul Beast ![]() Group: Members Posts: 138 Joined: 14-April 10 Member No.: 71,385 |
You have no idea how serendipitous this thread title is, considering some comm's ego inflation :) Anyways, entity-controlled camera is a step up, by why not go full-out player control? I don't see why allowing the commander to control his view on all axis is problematic. Neither do I. I did never had any trouble in Empires with the camera. I'd really like to see a camera control option like World In Conflict. |
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Apr 20 2010, 03:13 AM
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#13
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![]() Foul Beast ![]() Group: Members Posts: 115 Joined: 7-February 10 Member No.: 70,458 |
Yes i remember that reveal. Any chance of full multi-floored support? I.e. floors which overlap each other? I just think it is a bit limiting that all "multi-tiered" maps will have this 2 dimensional feeling. Sure you can go up and down in height (like ns1 maps) by traveling across a stair case, climbing a ladder, or jetpack etc but it's noticeable that you are on "1" floor the entire map, just like how the commander sees it in this implementation. Sure it's more work for a commander, but this easily justifies having multiple NS2-commanders to handle the workload in parallel :) needlessly complex |
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| Lo-Fi Version | Time is now: 2nd September 2010 - 06:14 PM |