Droppable light sticks

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IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
Did a quick search and didn't see anyone suggesting this, so...

I'd like to have the ability to drop a light stick in the game. It'd serve two functions;
1) To (dimly) illuminate dark areas;
2) To mark areas the player/s have already been through, or want to tag as being important;

light-stick-2.jpg


There'd have to limits on the number of sticks the players can carry, and the number than can be deployed in a given radius etc. to stop spamming and to prevent the players from completely lighting a darkened area... or maybe the sticks have a maximum amount of light they can shed...

The sticks could also be cleared between waves.

The sticks were used to great effect in Swat 4.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
They were one of the few good things about SWAT 4, unfortunately

I'd go for glow-sticks or flares, though, simply because without them, some areas are just plain too dark to play in, even with the Flashlight (Which only works with 2 guns, period, one of them the weakest in the game...). Tossing these down in the West London Basement or in some Office stairwells would make those areas more than "That dark deathtrap" that everyone avoids...
 

TheGameexe

FNG / Fresh Meat
Jul 9, 2009
114
22
0
No need. We have either flashlights or it isn't dark enough in places to use them.
 

Templarion

FNG / Fresh Meat
May 26, 2009
288
3
0
No need. We have either flashlights or it isn't dark enough in places to use them.

It is true that there are not dark enough places - yet. Maybe adding lightsticks would result map makers creating more pitch black maps. Maybe...

I don't see any reasons why lightsticks should be cleared between waves. It would be more realistic if there was a time, like 5-10 minutes.

I like the idea. Unfortunately, we probably won't see them anyway.
 

TheGameexe

FNG / Fresh Meat
Jul 9, 2009
114
22
0
Well, I am sure the map makers won't create maps solely on glow sticks. Good idea, but not the right game. ;)
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
No need. We have either flashlights or it isn't dark enough in places to use them.


IDK about all that. I think it'd come in handy on KF_Farm, or Offices. Although, I wouldn't mind seeing some more maps get added that have darker areas where lighting is going to be important.
 

TheGameexe

FNG / Fresh Meat
Jul 9, 2009
114
22
0
IDK about all that. I think it'd come in handy on KF_Farm, or Offices. Although, I wouldn't mind seeing some more maps get added that have darker areas where lighting is going to be important.
Flashlights. ;)
 

thrash242

FNG / Fresh Meat
May 18, 2009
437
4
0
No need. We have either flashlights or it isn't dark enough in places to use them.

So you only ever use the 9mm and shotgun? And don't ever get into fights lasting longer than about a minute?

I think flares or light-sticks would be a really cool addition, but I kind of doubt they'll be added.
 

thrash242

FNG / Fresh Meat
May 18, 2009
437
4
0
IAlthough, I wouldn't mind seeing some more maps get added that have darker areas where lighting is going to be important.

That sounds really cool, but the problem is that dynamic lighting isn't supported very well in Unreal Engine 2.5. I mean, you've seen what the light from the tactical lights looks like, right? Not very good.

Flares or light-sticks would be a good addition and would let players fight more effectively in dark areas, though.

But overall for lighting to be a major tactical consideration, I think there'd have to be better dynamic lighting in the game and UE 2.5's dynamic lighting is pretty dated and not very good. So map designers have to work with the limitations of the engine.
 

pocoyo

FNG / Fresh Meat
Jul 3, 2009
55
0
0
I just avoid playing dark maps because the flashlight effect in game is really bad. Crawlers are pretty much invisible.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
I think this would be a cool feature. You have three glow sticks, press a button and they drop at your feet. They last 30 seconds and then they disappear and your stock of them refills.

And yeah, the problem with dark maps, especially custom ones is...the flashlight is too overpowering. I don't know what TWI and others have done to make the FL toned down but....in a lot of custom maps it's just a huge 255/255/255 spot of light where ever you point it.
 

Blackbird

FNG / Fresh Meat
Jul 23, 2009
10
14
0
No need. We have either flashlights or it isn't dark enough in places to use them.

I couldn't disagree with this more. Maybe YOUR monitor is turned up so high that all your rooms are lit up, but that isn't the same for everyone. There are rooms that are quite dark and if you think there's no need, you don't have to use them. And by the way, not all weapons have flashlights, so it's a bit of a pain to pull out your glocks when a boss is attacking you.
 

Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
And by the way, not all weapons have flashlights
But your pistol does, and you always have a pistol.

If you get caught in the dark, then consider the possibility that you have committed a serious tactical error that leaves you in an undesirable tactical situation. Solution: Avoid evil dark places. Every official map has more than enough light and bright locations. Gravitate towards them. That may even be their intended purpose.
 

BoyOfTheEnders

FNG / Fresh Meat
Jul 22, 2009
34
0
0
Central Illinois
www.myspace.com
But your pistol does, and you always have a pistol.

If you get caught in the dark, then consider the possibility that you have committed a serious tactical error that leaves you in an undesirable tactical situation. Solution: Avoid evil dark places. Every official map has more than enough light and bright locations. Gravitate towards them. That may even be their intended purpose.
Very well said. I do agree, and feel that mappers should also understand, that the player, is not always as keen as expected, and is easy to deceive. Making maps too dark, will lead to confusion and loss of possible players. People don't like to get lost in a map, make it too many dark areas, and that is what will happen.
 

TheGameexe

FNG / Fresh Meat
Jul 9, 2009
114
22
0
But your pistol does, and you always have a pistol.

If you get caught in the dark, then consider the possibility that you have committed a serious tactical error that leaves you in an undesirable tactical situation. Solution: Avoid evil dark places. Every official map has more than enough light and bright locations. Gravitate towards them. That may even be their intended purpose.
Indeed. Why would you be put in a dark place? The core maps have well-lighted places for the boss fight.

The farm isn't dark enough to go completely blind. Offices have the roof of which you can go on top to fight, or bottom or in one of the many floors.
West London is self-explainitory, and biotics lab is the same.

I don't see why the developers would waste their time when they can do something that we can actually use; AK-47, new maps.

It is a good idea, I agree, but, for Killing Floor? No.