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Exterminatus - Rival Species 2
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Toxic liquids
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Topic: Toxic liquids (Read 16542 times)
CrowbarSka
Guardsman
Posts: 11
Toxic liquids
«
on:
July 10, 2007, 12:13:34 AM »
I'm wondering if anyone can help at all...
I'm working on a map for Exterminatus based in a swamp setting. There will be a power station type of building and some canals and rivers.
What I want is for the water in these areas to be toxic to Space Marines (it will damage and ultimately kill anyone who falls in and doesn't get out in time) but not harm Tyranids (they are resistant to the harmful chemicals, something like that). Basically the Space Marines have to use bridges and the paths alongside the rivers, whilst large Tyranids are forced to moving through the canals because they can't fit through the gaps or over the smaller bridges.
It keeps the two teams in pretty much the same area but forces them to use slightly different routes through the map. This will be furthered by having the teams able to open and close flood gates and locks to stop Tyranids advancing.
Does anyone know how I can set this up? If it's not possible through Hammer, can we maybe get something added for the mod to facilitate this? I think it would add a nice touch to gameplay/tactics.
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ChromeAngel
Administrator
Marine Chaplain
Posts: 1267
Toxic liquids
«
Reply #1 on:
July 10, 2007, 08:43:39 AM »
Their are filter type entities in source that you can combine with some other triggers to make them trigger against one team. You could try combing a filter with a trigger_hurt in the water to gain this effect.
The marines are slower than the Tyranids, so if you're going to give either team a shortcut it should be for the marines.
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CrowbarSka
Guardsman
Posts: 11
Toxic liquids
«
Reply #2 on:
July 10, 2007, 12:27:08 PM »
Well, they aren't really shortcuts, they're just different routes. If anything the Space Marines have longer routes because they can't cross the rivers at any point, they have to use the bridges.
I'll play around with filters, but it's not something I've used a great deal so far. If anyone has any tips I'd appreciate it!
Cheers.
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Ripperhugme
Guardsman
Posts: 27
Toxic liquids
«
Reply #3 on:
July 11, 2007, 11:36:02 AM »
Make sure to give the marines something to balance it.
From what I can tell you are forcing marines into bottlenecks that can be pretty tough especially when a clever tyranid player can take their brood and get behind the marines.
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url=http://www.interlopers.net/forum/viewtopic.php?t=18915]Try my new HL2DM map dm_agoge_b2 + dm_zeus_redux[/url]
Still willing to give a kidney to developers, despite being advised not to.
CrowbarSka
Guardsman
Posts: 11
Toxic liquids
«
Reply #4 on:
July 11, 2007, 11:55:25 AM »
There's really only 1 bottleneck and that's the central objective point.
Otherwise the marines use bridges to get over the river which I guess you
could
consider minor bottlenecks but there are a lot of them around. I'll get a map uploaded ASAP.
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Typheron
Moderator
Marine Chaplain
Posts: 939
Toxic liquids
«
Reply #5 on:
July 11, 2007, 01:07:53 PM »
dont listen to ripper hug me, hes not dev hes never played the mod and hes never used a meltagun to burninate a nid who got too close unsupported.
Bottlenecks are not an issue to a marine force sutibaly equipped, the same goes for a nid force as both teams have equipment that can gank the other team in a bottleneck.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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