Elevators & WY Underground Research Facility

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YummyToast
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Re: Elevators & WY Underground Research Facility

Post by YummyToast » 16 Aug 2015, 18:15

If the said underground facility was very fleshed out, and started maybe with a power storage unit that slowly runs out... And so does all the survivors defenses and lighting. Then I am all for this. Also, elevator is a must have. Plus, make it where survivors that spawn down there can still have more jobs that aren't restricted to just researchers. It would make sense if a bunch of the colony members got smart and ran down there.

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Morrinn
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Re: Elevators & WY Underground Research Facility

Post by Morrinn » 16 Aug 2015, 19:52


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Re: Elevators & WY Underground Research Facility

Post by YummyToast » 16 Aug 2015, 20:16

Morrinn wrote:Elevators?
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I love that fricken elevator. But then you made my dreams for a snow map come back to life :c
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Re: Elevators & WY Underground Research Facility

Post by Morrinn » 16 Aug 2015, 20:25

Not quite yet, but hopefully soon.

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Re: Elevators & WY Underground Research Facility

Post by UnKuT » 16 Aug 2015, 20:52

God damn it this needs to happen. The benefits that this will bring will be just groundbreaking and mindblowing.
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Re: Elevators & WY Underground Research Facility

Post by UnknownMurder » 16 Aug 2015, 21:13

Awesome!
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Re: Elevators & WY Underground Research Facility

Post by UnknownMurder » 17 Aug 2015, 21:01

Also, I would like to say...

We don't need to re-create an entire new map on the new Level Z. You can just create a building leading to the WY Underground Research Facility and the stairs and elevators. That's it... I'm not asking you to set up a new map, the caves.
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Re: Elevators & WY Underground Research Facility

Post by johners12345 » 17 Aug 2015, 21:06

I would LOVE if this was put in.. It would add more to the map and make it more surreal... Yes all of the yes..
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Re: Elevators & WY Underground Research Facility

Post by Felkvir » 18 Aug 2015, 08:33

Morrinn wrote:Elevators?
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Holy fuck where did you find that airlock sprite .... nvm
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Re: Elevators & WY Underground Research Facility

Post by cylian » 18 Aug 2015, 08:38

Idea is intriguing but I have two serious issues with this.

1. Doubts about the amount of extra lag/server load this would add and

2. Expansion of the current map would mean even LONGER ROUNDS. There needs to be at the very least, the implantation of another suggestion that marines win when there is no alien queen for a set couple of minutes.

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Re: Elevators & WY Underground Research Facility

Post by Evilkyle24 » 18 Aug 2015, 18:03

Put the lab under the colony. Make it a good size but not enormous. Seal that shit off at round start so the xenos don't instantly swarm down there, so the survivors can live until the power is restored and the elevator bolt button is now online, allowing you to unbolt the elevator doors.

Here's a cool feature for you:
When a hivelord digs a tunnel, it actually just serves as an opening into the Lab Z-Level. This allows them to build actual nests down there. An orbital strike could just open a new path into the tunnel level or even collapse parts of it. They can then dig out of there.
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Re: Elevators & WY Underground Research Facility

Post by snow5445 » 13 Sep 2015, 22:49

+10 To this idea. Although i don't want the marines to access it easily or xeno's. Just one elevator i think would be perfect. Something designed to be basically a bunker. Preforming experiments far from prying eyes. I would also really like it if raido's could'nt reach other Z levels in their. Why? It's underground THATS WHY!!! Meaning the marines have no idea what is down their. And the four or five survivors could stay down their for 20 minutes RPing and securing it. Gathering weapons etc. Also doing research maybe on the specimens they already have. And here is how you fix survivors dying and marines hiding down their. Xeno's can not get in until the marines do then it is fair game. It can easily be gotten into once it's open. alternitively survivors should be able to open it. Say With a massive door that can not be melted or blown open.

Also map does need some fixes. The map is Massive but feels tiny. their is really nothing in it to do. But i absolutely love a research bunker being the main purpose for this colony and the colony being a front.
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Re: Elevators & WY Underground Research Facility

Post by canon35 » 13 Sep 2015, 22:59

I say they need their own power source. Perhaps a generator with plasma? After awhile, they would need to leave.

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Re: Elevators & WY Underground Research Facility

Post by snow5445 » 15 Sep 2015, 12:17

I have a lot to say about this when I get home.
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Re: Elevators & WY Underground Research Facility

Post by Minijar » 15 Sep 2015, 12:24

If I get accepted as a mapper, (Fingers crossed) I'd be happy to make this.

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Re: Elevators & WY Underground Research Facility

Post by Gamerofthegame » 15 Sep 2015, 13:29

I think doing Z-level stuff anymore would be a bad idea. It leads to chokepoints, which are inherently extremely dangerous and not very fun for either team. See; the Sulaco. Marines can travel down only to get a queen and a crusher to the face without any forewarning, aliens can travel up only to receive GIRDER HELL and a sentry for good measure.

Elevators would be a cinch to do, though, it's... literally just a re-flavored shuttle. But if you were going to do an underground map I'd recommend just flat out making that the map and having an elevator replace the usual shuttle. (Or, potentially, have it be a "second" shuttle and the alien's end game objective isn't the Sulaco but the surface.)

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Re: Elevators & WY Underground Research Facility

Post by snow5445 » 15 Sep 2015, 14:01

Quiet you.
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Re: Elevators & WY Underground Research Facility

Post by Gamerofthegame » 15 Sep 2015, 15:09

cool post

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Re: Elevators & WY Underground Research Facility

Post by UnknownMurder » 15 Sep 2015, 15:47

Gamerofthegame wrote:I think doing Z-level stuff anymore would be a bad idea. It leads to chokepoints, which are inherently extremely dangerous and not very fun for either team. See; the Sulaco. Marines can travel down only to get a queen and a crusher to the face without any forewarning, aliens can travel up only to receive GIRDER HELL and a sentry for good measure.

Elevators would be a cinch to do, though, it's... literally just a re-flavored shuttle. But if you were going to do an underground map I'd recommend just flat out making that the map and having an elevator replace the usual shuttle. (Or, potentially, have it be a "second" shuttle and the alien's end game objective isn't the Sulaco but the surface.)
I can see where you are getting this at. My idea was to make this the start of the infection and force the aliens to move out of the Facility because as you know, if aliens stays. They will get cornered by marines and die. Usually, choke points ends faster than expected.
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Re: Elevators & WY Underground Research Facility

Post by Gamerofthegame » 15 Sep 2015, 16:06

Even then, you simply give the aliens their own version of the Sulaco end-game when they're on the losing stretch and have this middle ground z-level for everything else.

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Re: Elevators & WY Underground Research Facility

Post by Sailor Dave » 15 Sep 2015, 16:30

I think this would have a secondary benefit of being the main location for performing xeno research, when that gets implemented. It wouldn't really make sense for the Sulaco to have that kind of setup, after all. The facility could be repaired and give the researchers something actually interesting to do, and it'll encourage capturing the xenos, with the appropriate equipment for capturing around the facility somewhere. How else would the research staff on the planet have gotten samples in the first place?

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Re: Elevators & WY Underground Research Facility

Post by RadiantFlash » 26 Oct 2015, 23:05

I'm bumping this thread, specifically about the elevators part. On the halloween map, it's become common thing, for both sides to camp there zlevel* of the ladder. This already happened on the sulaco yes, but by then there wasn't enough marines to cover all the ladders usually, and the aliens usually over-run the marines. It's worse on the new map, as your camping the ladder waiting as a marine and an alien, drawing the game to a stale-mate, till oneside gives in, and goes down/up to there death.

I'm of the opinion, that while elevators won't prevent camping, they provide a tile for more then one marine/ alien to be transported on, and make it hard to instant kill/hug the players in an elevator.

*Yes I'm aware that the planet is all on the same zlevel for halloween mode, thats besides the point.

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Re: Elevators & WY Underground Research Facility

Post by apophis775 » 15 Nov 2015, 02:08

Nope, not much that can be done about this at this time.

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