ns_toccata [WIP]
Skacky
Join Date: 2005-06-05 Member: 53189Members
Hello !
Well, I don't have really many things to say, just that I was very bored so I just mapped a room.
But I had an idea with this room, why not make a NS map ?
Ns_Toccata
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Contents : <!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--><ul><li>1 CC</li><li>3 Hives</li><li>20 Locations Total : Here are the main areas (16) <ul><li> Marine Spawn - Technical Support Bay</li><li> Crossroads</li><li> Machinery</li><li> Hive Location - Central Computer</li><li> Long Corridor</li><li> Yet Another Corridor</li><li> Mess</li><li> Last Hope</li><li> Warehouse</li><li> Ventilation Shaft</li><li> Aux. Ventilation</li><li> Cargo</li><li> Ore Extractor</li><li> Hive Location - Ventilation</li><li> Observatory</li><li> Hive Location - HyperSleep System</li></ul></li><li>10 func_resource total</li><li>10 skulk ducts total</li><li>2 weldable doors (closed at start) and 3 weldable vents</li></ul>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Story : <!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
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TSA Outpost 4562 XO
Sender : Lt. Kurdt
To : Adj. Adrian
Subject : Mining Ship Toccata in Jeopardy near your system.
Hello my friend ! We received an incoming transmission from the mining ship Toccata 5 hours ago. The ship seems to have some problems !
It's near your system now, we told them to go to the KT-20 shipyard, next to your outpost.
Please, enter in the spaceship and evacuate all the staff, it seems that a virus contamined some of the people who works on the ore extraction.
Cheers, your friend Lt. Kurdt
END OF THE MESSAGE
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TSA Encouter Team 6, System Alpha 850, KT-20 Shipyard, Toccata Mining Ship
Sender : Adj. Adrian
To : Lt. Ian
Subject : Successful entry in the Toccata.
Hey man, I told you, we've succeeded ! You must give me 10 credits ! Please rejoin me in the Hall, we must briefing our troops. Something is wrong inside the ship...
END OF THE MESSAGE
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TSA Encouter Team 6, System Alpha 850, KT-20 Shipyard, Toccata Mining Ship
Sender : Pvt. Jones
To : Lt. Ian
Subject : HELP NEEDED !!
All units ! Please help us ! Some intelligent hostiles are atting us ! Ple hp us !
END OF THE MESSAGE
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Well soldiers, we've lost the communication with the Adj. Adrian's team. We must enter the ship and discover why they don't answer to our calls.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Mapping :<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
For the moment, I just started a room with a couple more rooms. It's just a test. The map uses the classic textures and its purpose is to look like ns_bast in appearence, cause I really love this map <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (textures, architecture design, etc).
Here are two screenies of the Marine Spawn :
<a href="http://img299.imageshack.us/my.php?image=nstoccata0000pk4.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/8030/nstoccata0000pk4.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img299.imageshack.us/my.php?image=nstoccata0001ux2.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/6787/nstoccata0001ux2.th.jpg" border="0" alt="IPB Image" /></a>
Well, I don't have really many things to say, just that I was very bored so I just mapped a room.
But I had an idea with this room, why not make a NS map ?
Ns_Toccata
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Contents : <!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--><ul><li>1 CC</li><li>3 Hives</li><li>20 Locations Total : Here are the main areas (16) <ul><li> Marine Spawn - Technical Support Bay</li><li> Crossroads</li><li> Machinery</li><li> Hive Location - Central Computer</li><li> Long Corridor</li><li> Yet Another Corridor</li><li> Mess</li><li> Last Hope</li><li> Warehouse</li><li> Ventilation Shaft</li><li> Aux. Ventilation</li><li> Cargo</li><li> Ore Extractor</li><li> Hive Location - Ventilation</li><li> Observatory</li><li> Hive Location - HyperSleep System</li></ul></li><li>10 func_resource total</li><li>10 skulk ducts total</li><li>2 weldable doors (closed at start) and 3 weldable vents</li></ul>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Story : <!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
-----------------------------------------------------------------------------------------------------------
TSA Outpost 4562 XO
Sender : Lt. Kurdt
To : Adj. Adrian
Subject : Mining Ship Toccata in Jeopardy near your system.
Hello my friend ! We received an incoming transmission from the mining ship Toccata 5 hours ago. The ship seems to have some problems !
It's near your system now, we told them to go to the KT-20 shipyard, next to your outpost.
Please, enter in the spaceship and evacuate all the staff, it seems that a virus contamined some of the people who works on the ore extraction.
Cheers, your friend Lt. Kurdt
END OF THE MESSAGE
-----------------------------------------------------------------------------------------------------------
TSA Encouter Team 6, System Alpha 850, KT-20 Shipyard, Toccata Mining Ship
Sender : Adj. Adrian
To : Lt. Ian
Subject : Successful entry in the Toccata.
Hey man, I told you, we've succeeded ! You must give me 10 credits ! Please rejoin me in the Hall, we must briefing our troops. Something is wrong inside the ship...
END OF THE MESSAGE
-----------------------------------------------------------------------------------------------------------
TSA Encouter Team 6, System Alpha 850, KT-20 Shipyard, Toccata Mining Ship
Sender : Pvt. Jones
To : Lt. Ian
Subject : HELP NEEDED !!
All units ! Please help us ! Some intelligent hostiles are atting us ! Ple hp us !
END OF THE MESSAGE
-----------------------------------------------------------------------------------------------------------
Well soldiers, we've lost the communication with the Adj. Adrian's team. We must enter the ship and discover why they don't answer to our calls.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Mapping :<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
For the moment, I just started a room with a couple more rooms. It's just a test. The map uses the classic textures and its purpose is to look like ns_bast in appearence, cause I really love this map <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (textures, architecture design, etc).
Here are two screenies of the Marine Spawn :
<a href="http://img299.imageshack.us/my.php?image=nstoccata0000pk4.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/8030/nstoccata0000pk4.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img299.imageshack.us/my.php?image=nstoccata0001ux2.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/6787/nstoccata0001ux2.th.jpg" border="0" alt="IPB Image" /></a>
Comments
- I'm concerned with those pipes in the background, Now I can't see it clearly due to jpg compresstion and them being on the other side of the room. But it looks like they are overlapping brushes on the bend in the pipe?
If so that will cause you problems with clip hulls (ignore this is I'm mistaken)
- The light texures at the ceiling are casting light yet they themselves are not lit/on
- Did you compile with the ambient light parameter? I see the same light strength troughout the area, with the exception of the light textures where its brighter. Might want to turn the ambient light parameter off (if you have it on at all that is) and work with some spotlights perhaps. Creating bright areas and dark areas troughout the MS.
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Love the story/idea, even if it short or a first draft. I wish you good luck on this project sir <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://img444.imageshack.us/my.php?image=nstoccata0002qt8.jpg" target="_blank"><img src="http://img444.imageshack.us/img444/8712/nstoccata0002qt8.th.jpg" border="0" alt="IPB Image" /></a>
Better ?
<a href="http://img68.imageshack.us/my.php?image=nstoccata0006yd6.jpg" target="_blank"><img src="http://img68.imageshack.us/img68/2121/nstoccata0006yd6.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img251.imageshack.us/my.php?image=nstoccata0007td2.jpg" target="_blank"><img src="http://img251.imageshack.us/img251/3373/nstoccata0007td2.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img251.imageshack.us/my.php?image=nstoccata0008ip9.jpg" target="_blank"><img src="http://img251.imageshack.us/img251/743/nstoccata0008ip9.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img68.imageshack.us/my.php?image=nstoccata0009rp8.jpg" target="_blank"><img src="http://img68.imageshack.us/img68/6564/nstoccata0009rp8.th.jpg" border="0" alt="IPB Image" /></a>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- I'm concerned with those pipes in the background, Now I can't see it clearly due to jpg compresstion and them being on the other side of the room. But it looks like they are overlapping brushes on the bend in the pipe?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, there's not any overlapping brushes on the pipes. Maybe the texture do this effect
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- Did you compile with the ambient light parameter? I see the same light strength troughout the area, with the exception of the light textures where its brighter. Might want to turn the ambient light parameter off (if you have it on at all that is) and work with some spotlights perhaps. Creating bright areas and dark areas troughout the MS<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know exactly. Im currently compiling with Batch Compiler, and this option doesn't exist anywhere <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Thanks for you comment <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I hope to see this map up soon, I'll be one of the testers <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Here are a couple more screenies. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
<a href="http://img366.imageshack.us/my.php?image=nstoccata0015oo1.jpg" target="_blank"><img src="http://img366.imageshack.us/img366/7562/nstoccata0015oo1.th.jpg" border="0" alt="IPB Image" /></a>
Redone Warehouse access to Fondery, very lost-ish <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<a href="http://img161.imageshack.us/my.php?image=nstoccata0014ys5.jpg" target="_blank"><img src="http://img161.imageshack.us/img161/549/nstoccata0014ys5.th.jpg" border="0" alt="IPB Image" /></a>
Auxiliary Ventilation area.
<a href="http://img374.imageshack.us/my.php?image=nstoccata0013kq4.jpg" target="_blank"><img src="http://img374.imageshack.us/img374/9434/nstoccata0013kq4.th.jpg" border="0" alt="IPB Image" /></a>
The Cargo, next to the Aux. Ventilation, the Ventilation Hive and the Ore Extractor.
<a href="http://img66.imageshack.us/my.php?image=nstoccata0012vv0.jpg" target="_blank"><img src="http://img66.imageshack.us/img66/2730/nstoccata0012vv0.th.jpg" border="0" alt="IPB Image" /></a>
Aliens !
<a href="http://img248.imageshack.us/my.php?image=nstoccata0011ce5.jpg" target="_blank"><img src="http://img248.imageshack.us/img248/4011/nstoccata0011ce5.th.jpg" border="0" alt="IPB Image" /></a>
The Ventilation Hive. Weird minimap <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
<a href="http://img443.imageshack.us/my.php?image=nstoccata0010jo6.jpg" target="_blank"><img src="http://img443.imageshack.us/img443/3537/nstoccata0010jo6.th.jpg" border="0" alt="IPB Image" /></a>
Another view. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Right... Your map needs more light. It seems you are aware of light_spots from the Aux Vent room. Use them more. Usually light_spots work best in a tight cone like 20/22 and brightness like 210 210 255 300 for white light (slightly blue, but pure white light ends up grey as it fades). Use them all over the place and I don't really think people mind if you don't put a source bulb somewhere. Are you using texlights? They are usually 90% effective and 90% less effort than lights in front of textures or shader brushes. You should try tweaking your compile too. On rad, put -gamma 0.6 .. It reduces the length the light is thrown, making your map much darker but meaning that the place a light emits from is brighter and stronger. Mineshaft was compiled with -gamma 0.9 and texlights at ten times their original brightness value, if I recall correctly.
Big rooms, aliens have a hard time in. Thought of adding some details to cut up the size of rooms and provide some cover? And no, I don't mean crates! I mean engines, generators, pistons, support beams, cryo-pods, tables, computer banks, pipes, maintenance hatches and anything else you can dream of. Detail is usually very welcome if it is structural. I mean that walls can go in and out and in again like castle tops. but... vertically. Plus structure like that can provide for ample lighting locations.
Most of all, good work. Keep mapping and keep improving!
I've just tested the gamma and i'm now on 0.6 for darker ambience, but better lighting is my purpose for the moment.
Here is a the layout map for the moment, the map is approx. 35 % total made.
<img src="http://img78.imageshack.us/img78/2091/nstoccataplanls9.gif" border="0" alt="IPB Image" />
The red arrows are the next ways to come.
By the way I've some pics.
<a href="http://img261.imageshack.us/my.php?image=nstoccata0016ri9.jpg" target="_blank"><img src="http://img261.imageshack.us/img261/3097/nstoccata0016ri9.th.jpg" border="0" alt="IPB Image" /></a>
The Observatory's RT
(This area is kinda empty <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> )
<a href="http://img261.imageshack.us/my.php?image=nstoccata0017bs3.jpg" target="_blank"><img src="http://img261.imageshack.us/img261/5404/nstoccata0017bs3.th.jpg" border="0" alt="IPB Image" /></a>
The Ready Room.
I can't compile the map for the moment, due to an f***ing compile error : Mermory Allocation Failure.
I'm currently trying to fix this problem (i'm on it for 2-3 hours), but I don't know if it will work. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
EDIT : Wow, now hlrad is crashing without error messages, around 70%...
The only errors I have are the func_conveyor troubles (that aren't troubles at all).
I succeeded in compiling the map, and I've some screenies.
<a href="http://img329.imageshack.us/my.php?image=nstoccatab0011ik5.jpg" target="_blank"><img src="http://img329.imageshack.us/img329/9893/nstoccatab0011ik5.th.jpg" border="0" alt="IPB Image" /></a>
The Cold flux control, that feeds the cryogenic system.
<a href="http://img159.imageshack.us/my.php?image=nstoccatab0012qf6.jpg" target="_blank"><img src="http://img159.imageshack.us/img159/5559/nstoccatab0012qf6.th.jpg" border="0" alt="IPB Image" /></a>
A corridor..
That's it. Now the Cargo is linked with the Observatory by the Cold flux control access.
But I've also finished a greeeat part of the map.
The Warehouse is now linked with the Last Hope location and the Crossroads (which is linked with the MS).
I've also finished the second hive.
The lightning has been increased in some parts and I've reduced a bit the Observatory (way too big)
Here is a Hammer screenshot <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://img340.imageshack.us/my.php?image=toccatahammerlm0.jpg" target="_blank"><img src="http://img340.imageshack.us/img340/4692/toccatahammerlm0.th.jpg" border="0" alt="IPB Image" /></a>
I don't know exactly what I'll do in the future with this map..
Got any leaks?
Try copying the whole map to a new .rmf file. Sometimes that fixes weird stuff.
Oh and if all else fails try making a test copy of the map and delete sections of it to localize the problem.
Watch out though! We don't want to lose that gorgeous map. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
CSG : Not any wadincludes, All options unticked.
BSP : All options unticked too.
VIS : Full.
RAD : Sparse, No Opaque Entities, Bounce, Gamme = 0.6.
Shared : Chart, Tex Data = 9000.
Batch : Copy .prt and .bsp after compile.
That's my usual compilation batch, and I never had this trouble before.
I don't have leaks, because I'm very careful in my mapping <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I'll try to copy the .rmf file into a new this afternoon.
Thanks <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Did you also make sure that you use the latest ZHLTs (version 3.4).
I dont how expierenced you are with compile errors but log-posting sometimes does miracles <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />