This sucks... thankfully thats what airlocks do :x

nrbynrby Join Date: 2002-03-05 Member: 270Members
I've wanted to put a working airlock into a map for a while now, and heres the result of a few mispent hours. It basically sits in the map as a trap or whatever, not disrupting the game flow but as an intresting interactive feature. The airlock can only be triggered from outside in the corridor, and when its triggered, the inner door slams shut and various sirens and lights start going off. After a few seconds the gas is pressurized, the gravity drops and the outer door opens slowly sucking the unfortunate bob or marine out into the coldness of space where you promptly die.
It is reasonably solid, its protected against people blocking the main door by a func_wall toggle, which is crude but effective. Multisources sort out the rest. Its fully resetable (and does) and takes around 30 seconds to complete one cycle.

Attached is an avi or it in motion. Hope you like it.



<a href="http://csnation.counter-strike.net/barney/personal/airlock.avi" target="_blank">Airlock video</a>

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    That's a neat little "extra" effect.  I'd like to see that in a map, just for those little times when you feel like goofing off.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    For a while I had a working airlock in NS_Penumbra. It depressurized the whole room it was in and sucked all the unfortunates into space. Problem was the airlock was in the floor, and the room was two-level, so the trigger_push's had to be extra strong and redundant to be effective... so players would get thrown at super high speeds towards the middle. I also had issues with the particle system I had in place that mimicked air rushing out into space. Really large particle sprites were needed (size of 200-400) and that slows the framerate down. Yours, on other hand, sucks the air into the vents before opening the hatch... I wish I'd thought of that before scrapping the airlock <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Very nice. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  Is there any reason for players ever going into that area?  I can't imagine I'd ever want to go in there.... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    hmm Flayra, you coudl use it in a docking area, then you can make a really big door where the spaceships enter, so basicly you have a really big area then, so I'm sure you can fit it in a map somewhere.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    could put a resource node in there
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Originally I had the airlock room as a shortcut route. Players could quickly get to the other edge of the map by traversing the airlocks. You could use that as a lure. Think of fragpipe, an old Quake2 map that had a BFG in a small tunnel, and a switch on the outside that filled the tunnel with lava <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    Heh snarkpit <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Very nice effect, but it could definitely use a particle system <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Actually, *everything* could and should use at least 1 particle system! I recommend particles being sucked off the walls once the door is open fully. Ever played Luigi's Mansion on Gamecube? If you use your vacuum-cleaner on the walls, a bunch of dust comes off and gets sucked up -- same idea as here.

    Its a shame you can't use little models for particle systems, or randomly choose from a few sprites, because then you could have cool stuff like little scraps of sheet metal and wires being pulled out heh.

    The room isn't very useful for gameplay, even less so than the giant tower in a DoD map that two goof-offs with "nazi" in their names kept alternating climbing to the top and jumping off while the other watched.
    But its a cool goof-off room.

    -Jacius
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    well maybe he could add a passage to a vent or something, that way there would be a reason to go there
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    I liked the idea of adding it as a shortcut. If you were able to fit a resource node in it that would be fine too, but I think it would be hard to do that well when thinking of placement/gameplay. I mean, put thought into it before placing. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    very cool looking.  i like the particle effect.  i like the idea of a shortcut here.  you could make it advantageable to go outside so you could sneak around the outside and then pop back in another airlock.  of course, the chance of getting to the ledge to walk around would be very minimal, but if you could, it would give a great advantage...  just a though.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    Someone has been watching too much Event Horizon <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Thanks for the comments guys <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    And pinky ya hehe, it's one of my favorite movies. corny, but entertaining.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    I like that effect, but the depressurization bit was a bit weak, maybe have a particle effect that emits particles from the entire room, fading in, and focusing on a few small points in the roof. Kinda like you have now, but the particle effect seemed too short (in size not time).
    Some air should be seen to escape when the doors are opened too as Jacius said, just as a visual clue as to why your flying out the door.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i really like it.  im dissappointed to here that penumbra's airlock was scrapped, it was something i was really looking forward too.
    narby, it would totally be fun to have a resource node in there.  almost impossible to defend adequately and therefore could become a point of frequent contest.  I think it would look better if the lights were dimmer, that way when the sirens started going off it would be far more of a contrast and the danger would be evident
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    And here's a reason for a RN to be in there: Lots of heavy machinery would go in an airlock of that size, because of the craft that would be docking there. They need power. Ergo, they'd need an RN.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The main reason Penumbra's airlock was scrapped is because the airlock was in the floor, not in the wall. This made it really hard to get the right effect. I needed half a dozen trigger_pushes, and even then it wasn't right. Placing the hatch in the wall fixes all my problems, so I might place one in the diagonal corridors I'm redoing. And, even if I don't add one, you still have N@rby's to look forward to <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    Airlocks are fun!  Though I think there should be a planet or something in the direction you are flung out.  Added Doomed effect.

    As for that tower, think about what if an allied solider got up there.  You can see most of the Nazi side of the map there and no one ever looks that high.
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