<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<title type="html"><![CDATA[First Strike Forums — Suggestion(s) for interior maps]]></title>
	<link rel="self" href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=6643&amp;type=atom" />
	<updated>2007-12-04T07:06:10Z</updated>
	<generator version="1.4.5">PunBB</generator>
	<id>https://forums.fsmod.com/viewtopic.php?id=6643</id>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91190#p91190" />
			<content type="html"><![CDATA[<p>Hmm... I know almost nothing about graphics design, let alone in BF2142&#039;s engine, but shouldn&#039;t walls be designable in the same fashion as cliffs, ground, etc? Make the terrain meshes perfectly vertical, and you&#039;ve got a wall. Actual textures need not be detailed - based on the movies, most starcraft interiors featured fairly drab walls with interesting objects scattered around. Simple textures could be used, along with boxes, bunks, computer terminals, etc. to liven up and define areas...</p><p>...although I&#039;m bound to hear from the art team if I&#039;m totally off-base. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> I wouldn&#039;t say by any stretch that Titan mode serves as a good example of how to create a lag-free experience, but I understood that Titan lag was due to the titans moving, not due to the static design of the titans themselves. Likewise, building interiors have appeared just fine, both in vanilla and even in this mod - the same techniques could be expanded to fill an entire vessel.</p><p>I don&#039;t know exactly how powerful the minimap is - once again, Titan mode features a minimap that changes zoom, view, etc. based on which floor you&#039;re on... but, I repeat, just because Titan mode did it doesn&#039;t mean that it&#039;s something that can be included without causing vast amounts of lag. Still, people work around it on space maps... but multiple levels are completely optional, especially as the ships would (hopefully) be designed from scratch.</p>]]></content>
			<author>
				<name><![CDATA[Thexor]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1960</uri>
			</author>
			<updated>2007-12-04T07:06:10Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91190#p91190</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91165#p91165" />
			<content type="html"><![CDATA[<p>I doubt many mapmakers would limit themselves to the designs published somewhere.&nbsp; Especially since you can&#039;t effectively do multiple levels -- the minimap will put everyone above and below in the same place. <img src="https://forums.fsmod.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /></p><p>That said, interior maps are difficult, because each section of floor, wall, and ceiling has to be done separately; no &quot;terrain&quot;, as such.&nbsp; I&#039;d like to think that the floors could be done as specially-skinned terrain, but not sure how good that&#039;d look. </p><p>So, it would be more versatile to make small sections of walls, ceilings and floors and just link them all up in whatever configuration you want... but then the engine has to calculate the collision meshes of each one touching the one next to it.&nbsp; Way too much lag, and too many possibilities for people to &quot;slip through the cracks&quot; and glitch. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />&nbsp; &nbsp;You can make long sections of corridor and intersections, but then you&#039;re limited to fewer configurations.&nbsp; </p><p>There are a lot of obstacles to making an interior map... but I agree; they&#039;d really add to the mod.&nbsp; For anyone working on one, I wish them the best of luck.&nbsp; Hopefully, enough people will work on different parts of walls that there&#039;ll be a good set of choices for mapmakers... without forcing the mod to become a 2 GB download. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[Terrorek]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=504</uri>
			</author>
			<updated>2007-12-04T00:25:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91165#p91165</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91116#p91116" />
			<content type="html"><![CDATA[<p>@Alpha0278: I wasn&#039;t thinking about major battles for a specific control point (although, obviously, the devs have last word <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> ). The first suggestion would depend on where each CP was placed. Small rooms, with static defences in the hallways, would have hallway battles; larger rooms, with the CP in the centre and &#039;stuff&#039; (computer consoles, desks, etc.) scattered around, would work more like what you&#039;re suggesting. Suggestion 2 wouldn&#039;t have major battle sites, save perhaps for the Rebel spawn points, because the Rebels would be trying to <em>avoid</em> battles - Pilots wouldn&#039;t be much good in a firefight.</p><p>@imperialtroop3: Yeah, that&#039;s the big catch here. If both sides had equal firepower, then the battles would suck, though. To explain: In corridors and tight quarters, even a couple of defenders can delay a massive enemy attack. If, in a 32 player map, all 16 people on each side are fighting for a CP, then there&#039;s no chance of one side killing all 16 opponents and capping the point within 15 seconds... and after 15 seconds, the opponent respawns to fight again. Trying to kill as many as possible relies on grenade spamming, which is, IM(not so humble)O, not a tactic to encourage. See vanilla 2142 Titan battles for proof in practice: Assaulting the last console is near-impossible if two guys with an ammo pack spam grenades, regardless of the number of attackers. By weakening one side, these sorts of battles would have an end. My hope is that, in Suggestion 1, Imperials would take pride in slowing down a Rebel soldier. Suggestion 2, Pilots would be happy to not get killed. Normally, people like killing enemies; the hope here is that other goals will become just as important.</p><p>@Safe-Keeper: Exactly. My big concern is that, somewhere, there&#039;s some set of floorplans for every different class of vessel. If there is, and if the devs deem these floorplans to be part of the lore (reliable source, etc), then the map would have to be built around the known floorplan instead of being designed specifically for the map. If not, then a nice variety of rooms would provide excellent sites for control points.</p>]]></content>
			<author>
				<name><![CDATA[Thexor]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1960</uri>
			</author>
			<updated>2007-12-03T20:01:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91116#p91116</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91075#p91075" />
			<content type="html"><![CDATA[<p>I LIKE THE SOUND OF THAT!</p>]]></content>
			<author>
				<name><![CDATA[Stardestroyersarecool]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1003</uri>
			</author>
			<updated>2007-12-03T16:24:50Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91075#p91075</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91054#p91054" />
			<content type="html"><![CDATA[<p>Starships and stations have lots of different compartments, right? Just add living quarters, galleys, a brig, an armoury (admittedly without pickup kits as they won&#039;t be in the mod), hangar, storage compartments, engine room, maybe some things like a workshop, escape pod launch chambers, the bridge, etc.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2007-12-03T13:26:17Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91054#p91054</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91051#p91051" />
			<content type="html"><![CDATA[<p>Just thinkin there to cut down on corridor battles you could have one control point in a sort of hall room.&nbsp; maybe some boxes scattered around for limited cover.&nbsp; That would be the pivotal point in the battle?</p>]]></content>
			<author>
				<name><![CDATA[Alpha0278]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1880</uri>
			</author>
			<updated>2007-12-03T12:48:13Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91051#p91051</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91020#p91020" />
			<content type="html"><![CDATA[<p>Yeah, the devs have said that they&#039;re not going to do pickup kits. I&#039;d be fine with pickup kits for special weapons only and no other weapons dropped upon death, but the decision appears to be set in stone.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2007-12-03T08:54:49Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91020#p91020</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91016#p91016" />
			<content type="html"><![CDATA[<p>Yeah excellent, the only thing i&#039;m worried about are that some<br />people might be upset about the defending teams low power<br />fire power</p>]]></content>
			<author>
				<name><![CDATA[imperialtroop3]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1870</uri>
			</author>
			<updated>2007-12-03T07:37:21Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91016#p91016</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=91008#p91008" />
			<content type="html"><![CDATA[<p>Yeah, I was fairly sure that the manual (or was it the FAQ?) said something along the lines of &quot;not having kits because of interference with radio commands.&quot; This was directed towards kits dropping on death, though, so I thought I&#039;d try my luck <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> Either way, the second suggestion would (hopefully) still work by allowing players to spawn as Troopers with stripped-down equipment (no grenades being the big one, obviously no binoculars, and possibly no scanner) - it&#039;ll just require more Rebel teamwork, because someone&#039;s gotta spawn as a Pilot or there&#039;s no way for the Rebels to win... they&#039;ll slowly get eaten up and overrun.</p>]]></content>
			<author>
				<name><![CDATA[Thexor]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1960</uri>
			</author>
			<updated>2007-12-03T03:33:03Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=91008#p91008</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=90999#p90999" />
			<content type="html"><![CDATA[<p>I like your ideas, but he devs said that they won&#039;t do pickup kits...</p><p>Retarded decision if you ask me, but I don&#039;t want to get into another debate about it.</p>]]></content>
			<author>
				<name><![CDATA[TY2D2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=388</uri>
			</author>
			<updated>2007-12-03T02:04:32Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=90999#p90999</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=90987#p90987" />
			<content type="html"><![CDATA[<p>Hey man great ideas, i Love the first one it sounds pretty neat with the push mode and whatnot</p>]]></content>
			<author>
				<name><![CDATA[herbanator3]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1038</uri>
			</author>
			<updated>2007-12-03T00:36:22Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=90987#p90987</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Suggestion(s) for interior maps]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=90980#p90980" />
			<content type="html"><![CDATA[<p>Hey there. I&#039;ve been lurking on the forums for a few weeks now, and have finally decided that I may as well throw some of the ideas I&#039;ve though of out there. Maybe I&#039;m about to be eaten by the forum sharks... but the water looks nice, so I&#039;m gonna jump in!</p><p>One of the biggest disappointments for me in vanilla BF2142 is that interior combat is both sparse, and imbalanced. I had the same complaints in BF2, and I thought that Titan mode might be the solution. Heh, fat chance - Titan mode turned into a &#039;nade-spamming grind, usually won by capping silos on the ground below, which is exactly what Conquest was anyways.</p><p>But the Star Wars series has plenty of options for good interior battles. There&#039;s still plenty of room in the mod for maps, as far as I can tell, and unless the mod team has grandiose plans for the future, I don&#039;t think that there&#039;s anything planned after the Trench and Hoth.</p><p>As far as I&#039;m concerned, interior maps that have even teams are bad. I point you to Titan mode, where neither team can advance save for a lucky grenade. The thing is, on standard maps there&#039;s plenty of room to outmaneuver and outflank enemies, and vehicles provide ample possibilities for breaking through defences. Interior maps have no vehicles and, given restrictive corridors, minimal options to flank, making defensive positions hard to penetrate. I aim to change that in one way: give one team a vast drawback, making it difficult for that team to survive in a pitched firefight. The weakened team would, naturally, have an asymetrical objective that they can still complete, making for an even fight - the key is that pitched battles would be difficult. Battles would remain mobile, because the weakened team would be constantly on the move to avoid being routed.</p><p>Suggestion 1: Star Destroyer Seige<br />Plot: &quot;Rebel operatives in deep cover have successfully hacked into Imperial work logs, and have planted a glitch in the system. As a result, all Imperial Troopers have been removed from &lt;insert ISD name here&gt;, leaving the ship defended by only a skeleton crew of pilots and technicians. We have dispatched a boarding team, with the goal of either seizing or critically sabotaging the &lt;ISD name&gt; from the inside. Imperial transmissions indicate that our team has been detected - we must seize the bridge before enemy reinforcements arrive!&quot;<br />Note that I really know nothing about the various SW lore from books, etc. - I&#039;m trying to create a more general situation.</p><p>Setup: The Rebel team would start with a single control point, at one end of the ISD&#039;s command deck. The rest of the deck would be under Imperial control. Rebel forces would be able to spawn as normal, but Imperials would only have a modified Pilot kit available. This kit would contain a knife, pistol, and a choice of one support item (either Bacta, Ammo, or Defib), chosen via the unlock interface. Lorewise, the pilots are using whatever they have available to defend. The map would be a Push map, with Rebels overrunning each point. To win, the Rebels would have to capture the Bridge, which would require the capture of all other points on the map as well. The Rebels would be suffering ticket bleed as long as the Bridge remains in Imperial hands - naturally, the Imp&#039;s goal is to bleed the Rebels dry, at which point reinforcements would theoretically arrive, and the map ends.</p><p>Given as how the Imperials have minimal firepower, Rebel troops would easily smash through control points. The Imperials would have a number of non-respawning static defences at each CP. (The map would be balanced via the number of statics deployed) This would slow down the Rebels, as they&#039;d have to destroy static guns, then eradicate the defenders, then seize the point. The Imperials, meanwhile, would be doing their best to slow down the attack. They would have unlimited tickets, losing only if they are pushed off the map by the capture of the Bridge.</p><p>Suggestion 2: Blockade Runner Boarding</p><p>I don&#039;t like this idea nearly so much, but I may as well throw it out there...<br />This map would be setup in the spirit of Episode 4&#039;s opening scene, with the Blockade Runner being boarded by Imperial forces. To make life a little more interesting, however, the plot would dictate that the ISD&#039;s bottom-side sensors have been damaged in the fight, resulting in the lower Turbolasers being unable to target small objects. The Rebel&#039;s goal, then, would be to escort troops to the escape pods in the depths of the ship (where, unlike the movie, they&#039;d have a chance of getting away alive). The Imperials, obviously, will try to stop them.</p><p>Now, it&#039;s obvious that kits don&#039;t drop on death for a reason. My question is: would it be at all possible to implement pick-up kits? The concept is, the Rebel ship would have <em>some</em> troopers on it, and the easiest way to keep them low in number is to limit them via pick-up kits. All Rebels would spawn as Pilots... but they could grab one of a few kits to get a rifle, maybe a grenade or two. If pickup kits are impossible, then Trooper would have to be a spawn option... but only Trooper. No Medic, no Support, and definately no Heavy Weapons. The Pilots themselves would be armed with a knife, pistol, and chosen support item, like the last suggestion - they might also get a smoke grenade, to make life a little easier. Naturally, Imperial troops would have all the normal spawn options, giving them a huge advantage.</p><p>The gameplay itself would be like an infantry version of Escape from Hoth. Rebel Pilots (but not Troopers) that reach the Escape pods would subtract a ticket from the Imperials and would respawn. Pilots (again, not Troopers) that are killed by the Imperials would subtract Rebel tickets. Imperial deaths would have no effect on Imp. tickets. Therefore, the entire round would hinge on the ability of the Rebel Troopers to fend off the Imperials while the Pilots run past.</p><p>Rebel spawn points would be defended with static weapons, either auto-targeting or manual. Either way, spawn points would be a challenge for Imperials to seize. Once taken, CPs cannot be retaken by the Rebels (the Imperials kill off all survivors at that point). Static defences would give the CPs a fighting chance, encouraging Imperials to stick to the hallways. They&#039;d also give Pilots a chance to avoid &#039;camping&#039; by the Imperials, which is likely to happen otherwise.</p><br /><p>As I said before, I know little about game lore, and even less about the designs of the mod team. Feel free to shoot me down. (although I&#039;ll try to repay the favour next Community Game!)</p>]]></content>
			<author>
				<name><![CDATA[Thexor]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1960</uri>
			</author>
			<updated>2007-12-02T23:59:08Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=90980#p90980</id>
		</entry>
</feed>
