Ns_origin

CadaverCadaver Creator of original ns_origin Join Date: 2002-04-17 Member: 466Members, NS1 Playtester, Contributor
edited December 2002 in Mapping Forum
<div class="IPBDescription">12 screenshots + overhead layout</div> I've been working on this map for a while now, but I've resisted the temptation to post about it before, as I wasn't sure if I could ever finish it; it's given me no end of trouble, and I think I've hit every sort of limit and error message it's possible to get over the course of making it. However, I've finally got a playable version of it complete and working, albeit with some fairly major aesthetic compromises. Anyway, the map is now complete (the first beta at least...I'm sure it'll need further revisions, I just don't want to think about that just yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->), I've sent the map itself off to the NS devs, and I'm posting a few screenies here so you guys can tell me what you like/hate, so I have some idea of what to alter in future versions.

The setting is a colonial outpost on a distant moon; the complex is divided into three distinct sectors, colour coded to aid area recognition and to (hopefully) make the learning curve less steep. The sectors are: Science (blue lighting; lots of computers; metal textures), Industrial (green lighting; grimy textures; machinery) and Mining (red lighting; lava theme; bare rock textures).

As you can see from the layout, the main routes to each hive are fairly linear, with webs of vents and corridors linking the main routes; I hope this will mean that, despite the rather large size of the map, it won't be too hard to learn. There are also signs in there at appropriate places, telling you which sector you're heading into. I hope this, along with the lighting/texturing prompts, will mean that people should always know whereabouts they are in the map.

At the time of this compile, I'm currently on 99.4% of available planes, so adding any more detail at this time is absolutely impossible unless I scrap something major. This unfortunately means that the map has a lot less detail than I would ideally like in many areas, but particularly infestation. I wanted to have lots of cool creeping brushwork in the hives themselves, and things like infestation breaking through walls/floors/roofs on the approach to the hives, but these plans have had to be curtailed for now. If I can optimise the map further, I will add more infestation.

For those of you on 56k, and waiting for the screens to download, here's the backstory to the map. Scroll down if you don't care and just want to see the piccies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

"Although the origin of the Kharaa is shrouded in mystery, one of the very first human colonies to succumb to the alien scourge was a mining facility on a moon known as Freya IV. Perhaps the miners dug a little too deep, and released the Kharaa from their ancient sleep; none shall ever know, for those unlucky miners never lived to tell their tales. This lonely outpost became enshrined in TSA literature as "Colony Zero", the epidemiological epi-centre of the alien plague which soon ensued, as a result of bacterial contagion caused by the rash evacuation of the miners without due quarantine controls.

Within weeks, six other planets and moons in the same quadrant as Freya IV became contaminated by the Kharaa; facing the serious possibility of uncontrollable bacterial spread, the TSA unwillingly placed a cordon sanitaire around the affected planets. No-one in, no-one out. The inhabitants of these accursed colonies were condemned to infested tombs.

On year on, unmanned probes, sent in by the TSA to monitor the situation, found something extremely strange - with the human "threat" vanquished, the Kharaa had apparently disappeared - no trace of them, other than organic infestation remains, could be found. Tentatively sending in a human scouting party, the TSA soon realised that the Kharaa were not gone, merely dormant; in the presence of humans, the Kharaa once again awoke. Reporting "chuckling creatures, skulking in the shadows", the scouting party beat a hasty retreat.

For the next 50 years, Freya IV was a strict no-go area. in the intervening time, however, the TSA had not been idle. Having identified the Bacterium as the basis for the Kharaa life-form, the TSA developed a bio-chemical weapon to combat it, dubbed "Nano-Penicillin". This weapon worked on the principle of destroying the Bacterium, and hence the Kharaa. In a symbolic act, Freya IV was chosen as the first infestation site to be cleansed with Nano-Penicillin, blanket-dropped upon the site by aerial probes. The mission was a success - the TSA's monitoring equipment could detect no signs of Bacterium.

As part of the TSA's ongoing Kharaa research, Freya IV became manned once more, as part of efforts to unravel the secrets of the Kharaa by investigating the source. A new science annex was constructed to study the Kharaa and Bacterium under laboratory conditions, safe in the knowledge that Nano-Penicillin could always be used in emergency situations.

Things did not go according to plan, however...

A hive, specially cultivated in the biodome, began giving birth to immense numbers of the gargantuan Onos Kharaa, whose angry roars echoed about the entire station. En masse, they began charging at the containment doors, denting it, buckling it, straining it to its limits. Panicking, the scientists manning the biodome released Nano-Penicillin into the biodome...to no effect. The Bacterium had evolved once more, and had become resistant. At last, the containment doors gave way, and the corridors of the complex on Freya IV seethed with angry Kharaa...

Once more, Freya IV was over-run. The TSA vowed never again to be so foolhardy and reckless as to believe they could confine and contain the Kharaa on human terms. Nevertheless, the scientists on Freya IV made unprecedented headway in Kharaa research, but this research stood to be lost if it could not be retrieved from Freya IV. One last foray was needed - one last journey to the origin of species, this time with a clear objective: search and destroy."



Overhead Layout and Key
<img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_layout.jpg' border='0' alt='user posted image'>

1. Industrial Sector Ante-Chamber
<img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_antechamber.jpg' border='0' alt='user posted image'>

Comments

  • CadaverCadaver Creator of original ns_origin Join Date: 2002-04-17 Member: 466Members, NS1 Playtester, Contributor
    2. Generator Room
    <img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_generator.jpg' border='0' alt='user posted image'>

    3. Smelting Room
    <img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_smelter.jpg' border='0' alt='user posted image'>
  • ShaskShask Join Date: 2002-12-18 Member: 11083Members
    looks kewl just the lava in the semlting room it drops to far out from ledge inless it moving Fast and i think it would burn threw the metal holding it up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> or thats some super duper metal there . and hope its trigger_hurt 2 so we dont got onos chillin up ther <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • CadaverCadaver Creator of original ns_origin Join Date: 2002-04-17 Member: 466Members, NS1 Playtester, Contributor
    4. Laser Drilling
    <img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_drilling.jpg' border='0' alt='user posted image'>

    The rest are links now, so you don't have to waste time DLing all the screens if you think the map looks wank.

    5. Lava Catwalk
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_catwalk.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag...gin_catwalk.jpg</a>

    6. Furnace
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_furnace.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag...gin_furnace.jpg</a>

    7. Ore Extraction
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_ore.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag..._origin_ore.jpg</a>

    8. Computer Lab
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_complab.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag...gin_complab.jpg</a>

    9. Power Core
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_powercore.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag...n_powercore.jpg</a>

    10. Ventilation
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_vent.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag...origin_vent.jpg</a>

    11. Biodome
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_biodome.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag...gin_biodome.jpg</a>

    12. Coolant Monitoring
    <a href='http://www.planethalflife.com/cadaver/images/origin/ns_origin_coolant.jpg' target='_blank'>http://www.planethalflife.com/cadaver/imag...gin_coolant.jpg</a>
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    edited December 2002
    It's looking great, but I have two suggestions. First is that you might want to consider adding another resource node or two. You've only got nine at the moment. Also, your spaces look great, but a little sparse. Add some obstacles, and consider closing some of the larger hallways and rooms. I really like the Smelting Room.

    EDIT: Okay, three things. I think you should add some vents with leading directly into the hive locations, and the marine start. It's very nice though!
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Cad > me.

    I'd like to see a bit more connectivity between the hive rooms, especially the biodome hive, but other than that I think it looks good. You never cease to impress, and I'm expecting the best out of you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    the layout seems pretty good, although i'd move some of those vents closer to the hives so they link the hives more directly. also, the map seems quite large - i'd cut out some of the walking distance from the MS to each hive if you can. I'd connect 2 and 7 with a hall way and also 9 and 12. Linking the MS directly to 5 would be good, since 4 only adds extra walking time. double node is at a perfect spot IMO. architecture is nice, especially in the hive rooms.

    please send me a d/l link if you can, cad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    *WOW* This looks really good, I can't wait to play it, and I'd love to playtest it as well. That Bio-Dome screenshot looks amazing.. great job!
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    edited December 2002
    The first few shots, and especially the biodome shot, really blew me away. Wow. I like the layout too. When will this be ready for public download?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Really nice! The lava catwalk is awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    however you seem to not have many shadows in here, the lighting is all one shade...
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    looks good. real good biodome especially
  • Jerry_111_ElendJerry_111_Elend Join Date: 2002-10-02 Member: 1407Members
    know how in one of the official NS maps, if you weld a button, a laser comes out and destroys a wall, making a new path? It would be cool if welding a control in that map could trigger such a similar effect, like having the lava collapse that walkway path.
  • def_onedef_one Join Date: 2002-05-21 Member: 641Members, Retired Developer, NS1 Playtester, Contributor
    i gotta say, that looks damn cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    I can make some world model plants for the biodome if you want, I think it would look good and break up visibily in and otherwise empty room.
  • MessyTreatMessyTreat Join Date: 2002-12-21 Member: 11309Members
    Dude, this looks great. If you want a playtest server, drop Andy Taylor a line over at Mayberrygames.com

    Also, if you want a custom installer for this map, drop me a line at mayberrygames.com as well.

    I will probably package it for Mayberry anyway but if you want one that you can distribute, let me know.

    MST

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--QuoteBegin--MessyTreat+Dec 22 2002, 08:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MessyTreat @ Dec 22 2002, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dude, this looks great. If you want a playtest server, drop Andy Taylor a line over at Mayberrygames.com

    Also, if you want a custom installer for this map, drop me a line at mayberrygames.com as well.

    I will probably package it for Mayberry anyway but if you want one that you can distribute, let me know.

    MST

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    please do, I'm DLing at 427 bytes right now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    omg i think this is my new fav. map! (other than widow <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) and too quote the story...
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Things did not go according to plan, however...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->when do they ever?
  • PodPod Join Date: 2002-11-03 Member: 5745Members
    <a href='http://nsworld.ns-central.co.uk/Main.php' target='_blank'>http://nsworld.ns-central.co.uk/Main.php</a>

    get your map added ;D
  • InussInuss Join Date: 2002-12-11 Member: 10558Members
    Noooooooooooooooooooooooooooooooooo! did you have to have only one way out of the marine base??? ~sobs and vows to only be alien on this map~
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