Multiple Z-levels?

Generic, on-topic discussion about Colonial Marines.
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LightBeast
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Multiple Z-levels?

Post by LightBeast » 12 Dec 2018, 13:20

I've seen some servers that are adding support for multiple Z-levels and I think this would be very awesome for CM to implement some time in the future. I know it would require a lot of work on mappers and coders parts, but I think it would be a perfect fit for CM gameplay. With proper Z-levels, the alien meta could expand so that they could get into places above and below the standard ground level, like upper ducts and substructures. This is exactly how the aliens operate in the films and it would be great to see a shift towards sneakier play by finding alternate routes for large numbers instead of just one alien popping out of a vent. Might also make the motion tracker a lot more useful as well as xeno classes like the burrower and hivelord.

Any plans on this for the future or thoughts on this, devs and others?

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kastion
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Re: Multiple Z-levels?

Post by kastion » 12 Dec 2018, 13:25

Q61 Anon: Are you working on Z-tiles like in LW or luna station? Or something similar?
Neth: Yes, but it is not on the agenda. Don’t expect it any time soon.
Awan: I would love this but it won't be here in a day.


thats from the Q&A they just put out, thats what you are talking about right?

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NethIafins
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Re: Multiple Z-levels?

Post by NethIafins » 12 Dec 2018, 16:38

Thanks Kastion

Z levels and z level traverse - no
Single level with seamless teleports - maybe after I fix spooky's vis_contents (or redo it)
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Re: Multiple Z-levels?

Post by spookydonut » 12 Dec 2018, 23:50

NethIafins wrote:
12 Dec 2018, 16:38
Thanks Kastion

Z levels and z level traverse - no
Single level with seamless teleports - maybe after I fix spooky's vis_contents (or redo it)
its pretty experimental and suffers from a bunch of bugs relating to vis_contents like range(), effects, lighting, etc

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Re: Multiple Z-levels?

Post by NethIafins » 13 Dec 2018, 02:29

spookydonut wrote:
12 Dec 2018, 23:50
its pretty experimental and suffers from a bunch of bugs relating to vis_contents like range(), effects, lighting, etc
Yup

It's as if engine is... Not ready for all this
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I'll die, don't bother.
It's just like walking on water.
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LightBeast
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Re: Multiple Z-levels?

Post by LightBeast » 13 Dec 2018, 14:34

Yeah I saw some people discussing it in several reddit threads and was just curious as to the possibility of implementing it. Sounds like it would be a lot of work.

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