Co_dimension

UraniumUranium Join Date: 2002-11-10 Member: 8105Members
<div class="IPBDescription">Storyline and such</div> First ill post the main idea of the map. The main layout of the map will be posted hopfully tomorrow.

Idea: In a science lab where scientists are playing with a inter dimensional portal. When they finally stabalize the portal a group of marines are sent in. When they pop outside the other end of the portal they find it to be the exact same place as the science facility but over run with aliens and everything seems to be infested. With the massive increase of marines using the portal rips in inter dimensional space have occured creating a direct portal that cannot be seen.

The main room wil have the portal, the sewer and air ducts will have inter dimensional space rifts and the vents will not lead from marine dimension to the alien dimension. To get to the other dimension without the use of the portal room you must either pick the way of air duct or sewer. In the airduct there is a generator that has blown up, when you turn it on all the water in the map will have an electrict pulse running trough it making it deadly (not to strong but stayin it long and your dead).

From this i figure main choke point would be that generator, to be able to hold it then the second would be the portal.

Comments? Ideas 2 Add?

Again layout will be posted tomorrow.

Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    say, that's a really interesting concept! Imagine being one of those marines... creepy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    Well here you got for the nice old layout. I plan for it to be a 3 floored map. Also note that i might move the starting locations depending on how I like it.
    <img src='http://www.webersoft.net/zyn/co_dimension.jpg' border='0' alt='user posted image'>


    Next is style. I have came up with 3 ideas.

    Style1: Clean Tech look for marine area and cleantech with new infested textures
    Style2: Medical Tech look for marine area and medical tech infested textures.
    Style3: Military installation, darker then normal.

    If anyone else has a style that they think would fit this better or would like to support one of the ones stated please say so!
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    bumpage: cant I get some replys?
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    umm... It's maybe too big for a combat map
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    I been thinking that it is somewhat to big. Might drop the sewer and airvent then change it a bit. but heres a picture of the marine start, unlighted.

    <img src='http://www.webersoft.net/zyn/marineStart.jpg' border='0' alt='user posted image'>

    The glass in the back has a temp texture, the door cannot be opened.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Change the floor texture up some. See those areas where its lower than the "main floor"? Make red light strip along the trimming on the side with a black grate kinda thing. Would look neat.
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    Good idea! I like it, problem is my lights dont seem to be working... Could this be because of a leak/
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    That might be a good map for Khaara vs Khaara... whenever that gameplay mode is enabled in the comming few decadees...
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Your lighting probably is due to either a leak or not having any lights in the map. Remember that the original install of VHE doesn't have all of the lighting information you need for NS mapping. You can find an updated lights.rad file <a href='http://www.btinternet.com/~chromea999/NS/nslights.rad' target='_blank'>here</a> Check your compile log (you did save one right?) to see if it gives you a leak error or no lights in the map. With a leak.... run a forum search, there have been plenty of good threads about that. If it's a no lights thing just recompile with your updated lights.rad.

    As it is your architecture looks pretty solid. I think the wall next to that door could stand to use a computer screen or something to add a little light in there when you get that figured out, and break up the wall a little.
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    Well i do have a leak Im lewkin for it now but no luck yet... gah!

    Anyway i seem to be having troubles with halls, i cant seem to find something I like, so if anyone has any ideas, should the walls be flat? should they be more tube'ish? Give me ideas please!
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