Ns_voyager
Deathbob
Join Date: 2003-10-10 Member: 21574Members
<div class="IPBDescription">The big ship</div> NS_Voyager
Still in planing, working on basic layout.
Havin prob with steam, so no testin unless i reinstall old steam, which i dont want to do.
The map will be really long and fairly wide, aliens will have hive in Docking Bay 1, Docking Bay 2, and Warp Room.
Marine Start will be in the bridge, wich will be pretty big. The bridge will be able to be "Locked Down" from the inside. Noone can go in or out while in "lockdown".
If anyone has a suggestion or a way to fix the "filesystem dll" error, its very welcome.
Once i get it working in steam ill include some pics.
Still in planing, working on basic layout.
Havin prob with steam, so no testin unless i reinstall old steam, which i dont want to do.
The map will be really long and fairly wide, aliens will have hive in Docking Bay 1, Docking Bay 2, and Warp Room.
Marine Start will be in the bridge, wich will be pretty big. The bridge will be able to be "Locked Down" from the inside. Noone can go in or out while in "lockdown".
If anyone has a suggestion or a way to fix the "filesystem dll" error, its very welcome.
Once i get it working in steam ill include some pics.
Comments
Ah, Farscape is class <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Moya was Alive....
Great idea to adopt into NS.
The ship could be the Alien ship ( well taken over it)..and Marines have boarded...
E.g. Alien ...when Lambert, Dallas and kane go onto the ship...
The ideas are endless for an alien ship.
1) NS:O can't handle floors above floors. Voyager's compact structure means it just won't work with more than one deck (Bridge is ABOVE deck 2)
2) Even if you work out the floors above floors issue, your only access between them will be either turbolifts (elevators) or ladders. Too cramped to make good access between decks.
3) You're either going to have to make all your textures from scratch, which is a bigger job than the map itself, or steal them from Elite Force 1, which is copyright infringement.
ontopic though: your best bet would be to somehow only incorporate certain locations and keep the tunnels to a minumum (turbolifts?). I dunno how'd you do it unless you want to be really inaccurate or just cheat, but it's hard to do that with a commander view...
ontopic though: your best bet would be to somehow only incorporate certain locations and keep the tunnels to a minumum (turbolifts?). I dunno how'd you do it unless you want to be really inaccurate or just cheat, but it's hard to do that with a commander view... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Man lexx was a wicked ship, that toilet still gives me nightmares.
<a href='http://articles.dailytelefrag.com/eng/reviews/2000/11/02/elite_force/1.jpg' target='_blank'>http://articles.dailytelefrag.com/eng/revi...ite_force/1.jpg</a>
<a href='http://www.gamesdomain.com/gdreview/zones/previews/apr01/ef2-1.jpg' target='_blank'>http://www.gamesdomain.com/gdreview/zones/...apr01/ef2-1.jpg</a>
<a href='http://images.fragzone.se/albums/startrek_elite_force_2/aah.jpg' target='_blank'>http://images.fragzone.se/albums/startrek_...force_2/aah.jpg</a>
And that last screenshot is clearly using Evil's Q3 textures. This can't possibly be a commercial game. It's a mod, right?
Nobody has made (to my knowledge) Starfleet-related textures for a Half-Life map. You can't get around the fact that mapping Voyager would require 99%+ custom textures.
This could also be a good co_ map, good luck with your mapping though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Make sure to have a lot of room with cargo holds, teleport pads, goeffreys tubes for the skulks.. etc.
Better yet, use the messhall for the marine spawn.
Hive 1 : cargo bay 1
Hive 2 : shuttle bay
Hive 3 : main engineering
*edit* as for the lockdown, screw it.. but make a few control panels weldable and which activates FORCE FIELDS to block vents and what not!
I'm not a trekker or anything but I think they're called Jefferie's Tubes or something like that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
thanks dessa
Examples:
Working doors (works both by button and by motion, but some by button only)
Jefferies tubes with the ladders/doors (some require manual opening thru use of a handle nearby)
Weldable areas, such as a forcefield generator
Destroyable areas, such as power conduits
Damaged areas (eg: you walk into a room, door closes behind you and then the forcefield fails, sucking you into space)
General details that make the ship seem like it is the ship. Don't place unneccessary items around to clutter the view
thanks dessa <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That's 'nostromo', not nostradamos... WTH...
Also, you should read up on a handy tool called "Punctuation".
thanks dessa
Most things could be done with trigger_random's etc, but just imagine it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> And then add some nice voices for the Computer and a little model Marvin hiding someplace <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Most things could be done with trigger_random's etc, but just imagine it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> And then add some nice voices for the Computer and a little model Marvin hiding someplace <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Excuse my ignorance, What was that? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
thanks dessa
Cargo bay - hive location (right above Seven's regeneration thingies)
Main engineering - double res?
Sickbay, transporter room, holodeck - res node
Messhall - res node or hive location
Shuttle bay - hive
Astrometics - res or hive
etc etc