Breaking Stuff And Infestation
humb1ed
Join Date: 2002-10-06 Member: 1446Members
<div class="IPBDescription">your methods?</div> One thing that I always thought there wasn't enough of in official NS maps is just plain broken stuff and some inventive use of infestation to show that the kharaa have significantly altered the environment. So far i've implemented the following things I hope will help with this:
-Pipes with a '{scratch' decal on them and steam billowing out, perhaps suggesting a fade slashed them open to release hot/wet steam.
-another set of pipes, this time the pipes are bent and broken somewhere near the ceiling, spraying down liquid into pools of standing water bounded by brushes of infestation (think kiddie pools made by gorges to catch and hold water)
-Broken lights swaying from attached electrical cords (func_pendulum and env_sparks work great here)
-More '{scratch' decals on computer equipment and the like also in tandem with env_sparks and also indicative of fade or skulk mischief.
-In an area that is supposed to be 'locked down', kharaa(gorges) have attached infestation on the walls and strung a series of metals bars held together with webbing between the walls and under a door to stop the door from closing and locking down. So the door tries to shut but hits the pillar in its way and goes back up and tries again.
-Theres also the standard use of the {alien textures.
-I'll post pictures of these various things when I get home.
I certainly don't claim to have invented these methods or am I going to care if you use them yourself, and I was hoping you would share some of your ideas of things you have implemented or things you would like to see.
-Pipes with a '{scratch' decal on them and steam billowing out, perhaps suggesting a fade slashed them open to release hot/wet steam.
-another set of pipes, this time the pipes are bent and broken somewhere near the ceiling, spraying down liquid into pools of standing water bounded by brushes of infestation (think kiddie pools made by gorges to catch and hold water)
-Broken lights swaying from attached electrical cords (func_pendulum and env_sparks work great here)
-More '{scratch' decals on computer equipment and the like also in tandem with env_sparks and also indicative of fade or skulk mischief.
-In an area that is supposed to be 'locked down', kharaa(gorges) have attached infestation on the walls and strung a series of metals bars held together with webbing between the walls and under a door to stop the door from closing and locking down. So the door tries to shut but hits the pillar in its way and goes back up and tries again.
-Theres also the standard use of the {alien textures.
-I'll post pictures of these various things when I get home.
I certainly don't claim to have invented these methods or am I going to care if you use them yourself, and I was hoping you would share some of your ideas of things you have implemented or things you would like to see.
Comments
+ bloody handprints on doors, tipped cheers, tables, grear spred around, remains of temp. barricades to hold out the khraa, y know... like thay have been suddely attacked by vicous bloodthursty aliens...
i saw the "bloody-fingerprint-on-elevator-button" once i map, but can't remember wich one.
And here are some pictures of what I was describing.
<img src='http://www.umich.edu/~jadega/temp0000.jpg' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/temp0001.jpg' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/temp0002.jpg' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/temp0003.jpg' border='0' alt='user posted image'>
One thing I would like to see is a metal floor with a resource node on it. The floor is entirely pulled up and ripped apart (so the node is hanging in midair sort of). Then underneath where the node used to be, have huge columns of white particles spraying everywhere, ie a ruptured resource vein.,,
Things like that. I love the swinging lights. As well as the broken pipes and I love the banged up flooring.
These things are a must in anymap, and are the difference between an ok map and a great map.
emergency lights. Remember in half life, the section with all the grunts and turrets setup, right before the first appareance of the Osprey? the fire doors from there has those wicked rotating emergency lights. those in red along "Escape pod" corridor may add a bit of additional ambiance.
Flayra should just set a building limit of 200 for each team. No servers would crash and mappers would have much more free entities to make the maps as athmospheric and unique as they should be.
Keep it up.
the doors were taken out, thats right. but in some cases its senseless. what entity information does a door has got? the points that create a face, the texture alignment, the hl specific flags for the entity.
I dont believe that it is worth removing lets say 2 doors and so changing gameplay in some areas.
example light: eclipse - the 2 doors between cc and ec. no doors and you really feel that something is missing. shure, gorges could block the door and cause some annoying soundoverruns... but as marine you always had to think twice if you wanted to pass. you never know whats behind a closed door...
example hardcore: tanith - the doors round the gen hive. because they removed it this hive is sowhat hard to defend. even the welder door has been removed but I think a massive wall would be much better here.
so add stuff as you like. Im kinda hardcore worldarchitecture - creator so I have some entities "free" for amazing stuff like decals, entities that feature seethrough textures, a few doors and elevators... and other eyecandy.
btw: I love water in alien areas. you will see this soon ^^
the doors were taken out, thats right. but in some cases its senseless. what entity information does a door has got? the points that create a face, the texture alignment, the hl specific flags for the entity.
I dont believe that it is worth removing lets say 2 doors and so changing gameplay in some areas.
example light: eclipse - the 2 doors between cc and ec. no doors and you really feel that something is missing. shure, gorges could block the door and cause some annoying soundoverruns... but as marine you always had to think twice if you wanted to pass. you never know whats behind a closed door...
example hardcore: tanith - the doors round the gen hive. because they removed it this hive is sowhat hard to defend. even the welder door has been removed but I think a massive wall would be much better here.
so add stuff as you like. Im kinda hardcore worldarchitecture - creator so I have some entities "free" for amazing stuff like decals, entities that feature seethrough textures, a few doors and elevators... and other eyecandy.
btw: I love water in alien areas. you will see this soon ^^ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That's so true, I know many times I'll open a door and quickly run away, "whoops, not that door!" ha ha,
~ DarkATi