lol, new pic soon with info on my ideas <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
<i>However, it should show some way of transitioning from the outside to the indoors, whether you do it in the RR or at the start of the map.</i>
That was also something I noticed. For the aliens I intended a vertical drop through a dark and deep vent to the teamjoin entity, so that shouldn't be to hard, but for the marines I don't know what's possible in the game. I'm intending to use an elevator, where all marines spawn on and which starts moving down once the game has begun, giving the aliens their required "get to places time". But I don't know how the actual game start sequence is (and haven't been able to find it in the documentation, or by playing a LAN game on my own).
The way I believe it works is:
At the beginning of a game (after a mapchange) all players spawn (with ??? player model) at an info_player_deathmatch located in the readyroom. They then choose which team they want to belong to by moving to the appropriate info_join_team (or info_spectate or info_join_autoassign), at which moment their model suddenly disappears from the readyroom and spawns at the info_team_start of their team (always the same ones for the marines, and those placed near the active hive for the aliens). The marines are confined in their base by closed doors, while the aliens can roam around. At a specific moment (after xx seconds, or perhaps after the player limit is reached) the round will start, the info_join_team and info_join_autoassign will become inoperative, with closing doors to mark that fact. After some more seconds the doors sealing off the marine base will open.
Aliens respawn at an info_team_start near an active hive, or at an egg if that feature is still in the game. Marines respawn at a structure which needs to be build, a phase gate, and don't use the initial info_team_starts anymore.
If this all is true I could place the marine team join just before a corner leading to the elevator and the marine team start on top of that elevator, which is effectively seperated from the readyroom. At the moment the round begins this elevator starts moving down, and gets to the botom at the same time the doors to the marine base open. The info_team_starts now dangling midair above the lowered elevator will no longer be used.
If this all works, I'll start worrying about getting this procedure to work for later rounds.
Then maybe I'll actually start working on this map.
In PT generally, team join entities have not been blocked after game start. This means that players are joining teams using the spawn point for their team, even once the game has started. Basicaly Wolv, it would not be fun to join a game and fall to your death.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
An outdoors readyroom would definitely work from a technical standpoint (no commander or flyer), but you'd best make sure it isn't a happy-go-lucky McDonald's-playpen beautiful-vista cheery/bright/happy/peaceful would-work-better-in-UP type of scene.
In other words, something like what you've got here, would not make an appropriate NS readyroom theme either. On the other hand, it would look pretty damned cool looking out at it through a window. At least if the room or hallway that window is looking out from is a purely-NS-themed area. As in, shadows, steam, pipes, nail-biting-atmoshpere, etc.
<!--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-->Outdoor readyrooms could be cool. Actually,you could use any kind of readyroom if you just wanted to have fun. Airport terminal, tropical beach, dentist's office... anywhere, and you can just slap on a few phase gates. <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Correct. But not if you want your level to be official. They aren't going to have a bunch of random environments throughout the game. I'm assuming you weren't referring to possibly-official levels though, considering the "just for fun" comment. I wanted to say this anyway though. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
That's not to say you can't go all out and have some real fun with your readyroom though. The coolest readyroom I've seen is really quite hilarious, but it works perfectly because of the atmoshpere.
From what I've managed to gather about outdoor areas is that in order to successfully have an outdoor area in a map, it has to fit the dark, sci-fi-ish theme that is NS. Happy, cheery, or even just sunny like you have there won't cut it.
Sooo... How about throwing in dark clouds, lightning, thunder, and maybe some rain? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> That might make that look -incredibly- good for NS, -especially- if you limit them to views only, and don't allow people outside.
at the mo heres the views, it will change might make it nighter and rain and lightning and stuff <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Very nice terrain. I like the windows like ken said, they give a nice grimey effect to it. I still dont know how you will incorporate this into your map while sticking to the requirements, and staying under the plane limit.
Agreed. I'm pretty sure that looks creepy enough as is. You'll have to get Flayra to comment further on those pics in page 4 to be sure, but that looks nice.
just wondering if its possible to make the effect of moving clouds with the particle system.. also how u do rain <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> might sound dumb! but i`m not sure with the current particle system i would be very grateful if someone could send me a .map or .rmf with the entity to do rain, and maybe even one that looks like heavy rain and that fits this map!
could u do me a rmf please <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->. also someone refresh my memory what is the ns mirc channel or the channel where that guy hangs out?<!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->?
No, I can't do an RMF, because I don't use Hammer/WC. I could do a .MAP though, if you want.
irc.gamesnet.net #naturalselection #nsmapping
Or use the readyroom.org java IRC applet.
(Psst, it's IRC channel, not MIRC channel... MIRC is just a program to connect to IRC <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )
humbabaThat Exciting Tales From the Frontline GuyJoin Date: 2002-01-25Member: 86Members, NS1 Playtester, Contributor
Wow. Just . . .wow. Amazing stuff nay. Honestly, I am blown away by how cool that hallway looks, and the styel is just . . .whoa. I mean, crazy. Very cool stuff. Please keep up the level of qualty you have going here. This little section has so much potential that it woudl be a terrible thign to waste. May the shotty be with you.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
You could at least align the overlay texture... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Clouds might be a bit... much for the PS. That doesn't rule out the func_conveyor layered clouds, though. Short of assigning particles to stick in clumps, though, I don't see the NS particles quite being able to give a convincing effect in that manner.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Maybe you could use the PS to make it foggy oustide. Just an idea <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
FreestylerThe First NS FanJoin Date: 2002-01-24Member: 20Members
Jesus that is sweet! I had an image in my head of a vehicle bay with similar views to that but decided not to do it. Mine was also going to be night time and with rain, thunder and lightning (sort of like the outdoor scenes in the film 'Aliens'<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.
Anyway... I see no reason why this sort of outdoor area can't be used. My only worry is that with al those rocks and that curved wall, you will run out of planes fast, and that = bad.
<!--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-->You could at least align the overlay texture...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
indeed . . .
looking good Nay, i would just use the func_conveyor clouds as it would give the best looking/running effect.
Sorry i havent been around for a bit, been very busy with my pipeline map which 4 pics are on <a href="www.nay.cscentral.com" target='_blank'>www.nay.cscentral.com</a> anyways what were we saying... oh yes <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> that window sorry to say it was removed because i kept getting max patch error and i needed to add 2 more corridors at the time and that was the only part that really wasent needed, but as its a demand <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> i`ll try my hardest to put it back into the next verison of doom <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Oh and thanks for the rain map i`ll take a goosey of that in the mo hehe
Comments
That was also something I noticed. For the aliens I intended a vertical drop through a dark and deep vent to the teamjoin entity, so that shouldn't be to hard, but for the marines I don't know what's possible in the game.
I'm intending to use an elevator, where all marines spawn on and which starts moving down once the game has begun, giving the aliens their required "get to places time". But I don't know how the actual game start sequence is (and haven't been able to find it in the documentation, or by playing a LAN game on my own).
The way I believe it works is:
At the beginning of a game (after a mapchange) all players spawn (with ??? player model) at an info_player_deathmatch located in the readyroom.
They then choose which team they want to belong to by moving to the appropriate info_join_team (or info_spectate or info_join_autoassign), at which moment their model suddenly disappears from the readyroom and spawns at the info_team_start of their team (always the same ones for the marines, and those placed near the active hive for the aliens).
The marines are confined in their base by closed doors, while the aliens can roam around.
At a specific moment (after xx seconds, or perhaps after the player limit is reached) the round will start, the info_join_team and info_join_autoassign will become inoperative, with closing doors to mark that fact.
After some more seconds the doors sealing off the marine base will open.
Aliens respawn at an info_team_start near an active hive, or at an egg if that feature is still in the game.
Marines respawn at a structure which needs to be build, a phase gate, and don't use the initial info_team_starts anymore.
If this all is true I could place the marine team join just before a corner leading to the elevator and the marine team start on top of that elevator, which is effectively seperated from the readyroom.
At the moment the round begins this elevator starts moving down, and gets to the botom at the same time the doors to the marine base open.
The info_team_starts now dangling midair above the lowered elevator will no longer be used.
If this all works, I'll start worrying about getting this procedure to work for later rounds.
Then maybe I'll actually start working on this map.
In other words, something like what you've got here, would not make an appropriate NS readyroom theme either. On the other hand, it would look pretty damned cool looking out at it through a window. At least if the room or hallway that window is looking out from is a purely-NS-themed area. As in, shadows, steam, pipes, nail-biting-atmoshpere, etc.
<!--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-->Outdoor readyrooms could be cool. Actually,you could use any kind of readyroom if you just wanted to have fun. Airport terminal, tropical beach, dentist's office... anywhere, and you can just slap on a few phase gates.
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Correct. But not if you want your level to be official. They aren't going to have a bunch of random environments throughout the game. I'm assuming you weren't referring to possibly-official levels though, considering the "just for fun" comment. I wanted to say this anyway though. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
That's not to say you can't go all out and have some real fun with your readyroom though. The coolest readyroom I've seen is really quite hilarious, but it works perfectly because of the atmoshpere.
<!--EDIT|ken20banks|July 04 2002,15:15-->
Sooo... How about throwing in dark clouds, lightning, thunder, and maybe some rain? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> That might make that look -incredibly- good for NS, -especially- if you limit them to views only, and don't allow people outside.
<img src="http://www.nay.cscentral.com/forum/ns_tribes_02.jpg" border="0">
<img src="http://www.nay.cscentral.com/forum/ns_tribes_03.jpg" border="0">
<img src="http://www.nay.cscentral.com/forum/ns_tribes_04.jpg" border="0">
I hope u can wave to people in the bunker from that big room with the windows ;]
irc.gamesnet.net #naturalselection #nsmapping
Or use the readyroom.org java IRC applet.
(Psst, it's IRC channel, not MIRC channel... MIRC is just a program to connect to IRC <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )
Clouds might be a bit... much for the PS. That doesn't rule out the func_conveyor layered clouds, though. Short of assigning particles to stick in clumps, though, I don't see the NS particles quite being able to give a convincing effect in that manner.
Anyway... I see no reason why this sort of outdoor area can't be used. My only worry is that with al those rocks and that curved wall, you will run out of planes fast, and that = bad.
<img src="http://planethalflife.com/nsworld/dev/pictures/uploaded/7BFDF84C072D44462D4AA72D95282DB9A1917839457D/fullsize.jpg" border="0">
Ghetto_Rice, great minds think alike <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
indeed . . .
looking good Nay, i would just use the func_conveyor clouds as it would give the best looking/running effect.
Here is an example of how to create rain:
Oh and thanks for the rain map i`ll take a goosey of that in the mo hehe