Re: Suggestion(s) for interior maps

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't be in the mod), hangar, storage compartments, engine room, maybe some things like a workshop, escape pod launch chambers, the bridge, etc.

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Re: Suggestion(s) for interior maps

I LIKE THE SOUND OF THAT!

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Re: Suggestion(s) for interior maps

@Alpha0278: I wasn't thinking about major battles for a specific control point (although, obviously, the devs have last word 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 'stuff' (computer consoles, desks, etc.) scattered around, would work more like what you're suggesting. Suggestion 2 wouldn't have major battle sites, save perhaps for the Rebel spawn points, because the Rebels would be trying to avoid battles - Pilots wouldn't be much good in a firefight.

@imperialtroop3: Yeah, that'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'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.

@Safe-Keeper: Exactly. My big concern is that, somewhere, there'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.

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Re: Suggestion(s) for interior maps

I doubt many mapmakers would limit themselves to the designs published somewhere.  Especially since you can't effectively do multiple levels -- the minimap will put everyone above and below in the same place. hmm

That said, interior maps are difficult, because each section of floor, wall, and ceiling has to be done separately; no "terrain", as such.  I'd like to think that the floors could be done as specially-skinned terrain, but not sure how good that'd look.

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.  Way too much lag, and too many possibilities for people to "slip through the cracks" and glitch. tongue   You can make long sections of corridor and intersections, but then you're limited to fewer configurations. 

There are a lot of obstacles to making an interior map... but I agree; they'd really add to the mod.  For anyone working on one, I wish them the best of luck.  Hopefully, enough people will work on different parts of walls that there'll be a good set of choices for mapmakers... without forcing the mod to become a 2 GB download. smile

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Today's spelling/grammar tip: There = a (sometimes conceptual) place. "There is my car." or "There is such a thing as magic."  // Their = posessive. "Their meat is full of worms." // They're = contraction of <they are>. "They're crazy!" // "They're trying to put their shoes up there."

Re: Suggestion(s) for interior maps

Hmm... I know almost nothing about graphics design, let alone in BF2142's engine, but shouldn't walls be designable in the same fashion as cliffs, ground, etc? Make the terrain meshes perfectly vertical, and you'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...

...although I'm bound to hear from the art team if I'm totally off-base. smile I wouldn'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.

I don'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're on... but, I repeat, just because Titan mode did it doesn't mean that it'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.

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