Update!
Introducing the new, improved Blast Door!
TmIt opens! It closes!
It makes a big
clunk and sounds an alarm!
It squishes and squashes both humans and aliens alike!
YOU TOO can have this AMAZING Blast Door!
Tm for only 128 easy payments of 4096 credits! And if you call in the next 23.7 milliseconds, we'll give you a second Blast Door!
Tm FREE! If you don't like our Blast Door!
Tm, just return it within 30 days with our FULL MONEY BACK GUARENTEE! And keep the second Blast Door!
Tm FREE as our gift to you!
http://mercenariesguild.net/supertanker/station15/blast_door_open.jpghttp://mercenariesguild.net/supertanker/station15/blast_door_closing.jpghttp://mercenariesguild.net/supertanker/station15/blast_door_closed.jpgMan, I have too much free time.
This is supposed to be a little advantage to the aliens, because it will force the humans to either come into their base from the 'furnace room' or to take the longer access tunnels (Which I'm still working on). And it just looks cool (Halo 1 Pillar of Autumn, anyone?)
It will be controlled from a central room in the access tunnels. It will probably have a short global alarm sound (That does NOT loop in case one of the triggers malfunctions, so players don't have to hear it the entire game) and a monitor to view it from the control area.
Oh hell, why don't I just call the map 'pulse 2' while I'm at it?
The only problem is I can't decide weather to make it toggleable (IE, once every 1 or 2 minutes either team can press a button to open/close it) or to have it be a timed event (A team presses the switch to make it close, it stays closed for 4 minutes and then opens, and cannot be toggled for another minute or two).
Would it be wise to put the door control room in the access tunnels because of the short, twisty nature of the tunnels? Or should I have two switches?
Survivor: Yes, I actually kind of had this in mind to make the base more 'rant-rush proof. I don't know exactly how it affects gameplay but I *can* speed them up a bit.
Odin: Crusher? What difference would it make? It just means that anything that gets in between them dies. And yes, they are func_door_rotatings.