Ns_equinox
Ordos
Join Date: 2002-11-16 Member: 8903Members
<div class="IPBDescription">My other project</div> While I give glacier a bit of time to boil and accumulate some more ideas, I'm toying around with a second map at the moment. Purely out of my own interest, (and a map concept I dremt up while sleeping through my networking class), it takes place on an asteroid station named Equinox. It's set up like a standard run-of-the-mill ns map for the most part, with a few notable differences.
Ok, well, TWO noteable differences, more to come.
1) In the center of the map is the Power core... located in this room is a switch... pressing the switch does the following:
- All lights in the facility go out... emergency lights come on.
- All screens, and electric panels go out(?)
- All doors resort to an open position
When the button is pressed again (going to put a timer limit on it to prevent constant on/off switchings.) all these effects are reversed.
2) Large inter-asteroid tram. This will basically be a horizontal train (I do not claim to be the first to do this, I am simply saying this is one the features of the map) that will run between two asteroids. The ride should be no longer 20 seconds, but at the moment, it looks kind of cool imo. The pipe it runs through is clear (reminds me, I need a good forcefield texture if anyone knows of any) and the car itself has some windows so you can actually look outside and see where your going. In addition, there are a number of "asteroids" that wizz by.
Ok, well, TWO noteable differences, more to come.
1) In the center of the map is the Power core... located in this room is a switch... pressing the switch does the following:
- All lights in the facility go out... emergency lights come on.
- All screens, and electric panels go out(?)
- All doors resort to an open position
When the button is pressed again (going to put a timer limit on it to prevent constant on/off switchings.) all these effects are reversed.
2) Large inter-asteroid tram. This will basically be a horizontal train (I do not claim to be the first to do this, I am simply saying this is one the features of the map) that will run between two asteroids. The ride should be no longer 20 seconds, but at the moment, it looks kind of cool imo. The pipe it runs through is clear (reminds me, I need a good forcefield texture if anyone knows of any) and the car itself has some windows so you can actually look outside and see where your going. In addition, there are a number of "asteroids" that wizz by.
Comments
Cool idea.
It would be really neat if eventualy (by some amazing feat of HL programing) mappers could sort of, build thier own entities into NS and create "campaigns" with new objectives like seen in most RTS games. Something that would allow some new gametypes that kind of overlay the resource/expand/kill gamestyle.
You might want to check to make sure the tram will work properly over that distance. I vaguely recall reading something a while ago about how NS does strange and wacky things to certain entities that move further than an NS-set limit.
I'll make up a test map and see how far I can move the func_train before it gets all waky
I'm looking forward to this...
<!--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-->The pipe it runs through is clear (reminds me, I need a good forcefield texture if anyone knows of any) and the car itself has some windows so you can actually look outside and see where your going. In addition, there are a number of "asteroids" that wizz by.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You can use that awesome electricity texture in the ns.wad that usually gets put on reactors <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Create a nice forcefield effect. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
if your map does not have that scrollarc conveyour texture its no NS map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sorry but no.
Thats going to kill rad.exe, not to mention cause lag.
Switchable lights are hell in MP, plus they make your map looks like ****.
Emergency light, yes, by all means.
If you have to do it, keep the emergency lights ON and working at all times, but make your main lighting (from white light strips and fixtures.. ya know.. the usual white light source) switchable.
The emergency lights should keep things lit, and the shadows it makes won't make the BAD shadows from your main lighting look too bad.. still it's a trial and error kinda process.
Sorry but no.
Thats going to kill rad.exe, not to mention cause lag.
Switchable lights are hell in MP, plus they make your map looks like ****.
Emergency light, yes, by all means.
If you have to do it, keep the emergency lights ON and working at all times, but make your main lighting (from white light strips and fixtures.. ya know.. the usual white light source) switchable.
The emergency lights should keep things lit, and the shadows it makes won't make the BAD shadows from your main lighting look too bad.. still it's a trial and error kinda process. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lol, obviously, I'm not a mapping n00b after all, been doing this for 3 years now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I just felt that saying "All lights go out, Emergency Lights go on" is easier for people to visualize then "All normal lights go out, emergency lights stay on all the time" or something to that extent.
That and I really don't feel like linking all the emergency lights to the multimanager.
Sry for the confusion, I'll be clearer in the future <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->