Ns_trainingmap
Meat_Popsicle
Join Date: 2003-08-09 Member: 19254Members, Constellation
<div class="IPBDescription">(aka ForNubs)</div> well the other ForNubs map seems to have died a bit of an ugly death and wat im thinking of doing is completely different to the original idea of "showcasing" all the buildings and enemies, so ive just made a new thread...
well anyway heres the plan:
<img src='http://www.bios-clan.uk-xtreme.net/images/the%20teabag/ns_trainingmap.jpg' border='0' alt='user posted image' />
id like to keep this an open project (especially if Align and Keef wuld like to help again) alltho i think ive pretty much got the brushwork under control... i defs need some help with the script, voice acting, ambient sounds, texturing and some of the entity work if anyones interested... also suggestions and ideas appreciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
well anyway heres the plan:
<img src='http://www.bios-clan.uk-xtreme.net/images/the%20teabag/ns_trainingmap.jpg' border='0' alt='user posted image' />
id like to keep this an open project (especially if Align and Keef wuld like to help again) alltho i think ive pretty much got the brushwork under control... i defs need some help with the script, voice acting, ambient sounds, texturing and some of the entity work if anyones interested... also suggestions and ideas appreciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
This discussion has been closed.
Comments
[/Edit] And the 'Peep Holes' =D
Hey dude, if you like, I could try doing the voices for you. Not sure how it'll sound right off the back (I think I fixed my 5 year old voice mic problem XD but eh)
Just tell me what you want said and I'll do it
Or, tell me what you need described, and I'll write the script for it XD
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
lol cool, any chance u can do like a soundbite for me, and try and sound like an american army guy or somethin <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> , ill PM u my email
err ns maps arent linear, and i wanna give the player a good feel of a typical ns map, and the layout is fairly simple tbh... i might add some doors though which wont open until uv visited the briefing room for example
err ns maps arent linear, and i wanna give the player a good feel of a typical ns map, and the layout is fairly simple tbh... i might add some doors though which wont open until uv visited the briefing room for example <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah but this is a training map, where things are meant to happen in chronological order am i right? Besides, its just a small point...
<b>EDIT:</b> If you feel that there's anything that I can help out with, give me a shout. In particular, voice-overs (I've done some radio work on campus radio before). Albeit, you'll get it in my South African accent.
i need them to say "Holographics" (i decided that was a better name than 'briefing room'), "Stasis" (might wanna check the spelling on that), "Arms Cache" (once again better than calling the location 'armoury'), "Operations" (which will be the hive room, that i hav a really sweet concept for and ill post as soon as i can find wat ive done with the frickin jpeg), and ">>" or an arrow of some sort
ideally it needs to be in the same sorta style as the standard join team signs but anythin snazzy will do <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
p.s oh yeh, make sure the size is divisible by 16 else it wont go into wally
got the basic corridors down, ill add detailing at the end depending on wat the r speeds r like
i need them to say "Holographics" (i decided that was a better name than 'briefing room'), "Stasis" (might wanna check the spelling on that), "Arms Cache" (once again better than calling the location 'armoury'), "Operations" (which will be the hive room, that i hav a really sweet concept for and ill post as soon as i can find wat ive done with the frickin jpeg), and ">>" or an arrow of some sort
ideally it needs to be in the same sorta style as the standard join team signs but anythin snazzy will do <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
p.s oh yeh, make sure the size is divisible by 16 else it wont go into wally <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Dammit, and I've just spent the last two hours fiddling around in VHE creating a room with a hive and some alien structures for you to take a look at...
If you're at all interested, I'll send you the rmf when I get to varsity tomorrow morning.
but I think that map will be a singleplayer one, ain't it? so you won't need to check for r_speeds that much. When a map is only played as a singleplayer you can easily go for higher speeds and details, aswell as higher entity count.
hive concept:
<img src='http://www.bios-clan.uk-xtreme.net/images/training/hive_concept.jpg' border='0' alt='user posted image' />
I guess this has something to do with the alien ressource model with getting ressources for a kill, or that a OC needs to be assigned to a player to work properly. Not sure.
For marine buildings it's nearly the same. Except for turrets (in combination with a turret factory) they won't be counted as a regular building, and to make them working properly, you need a player who builds them. Otherwise you can select then as a structure, but you can't do anything with them.
So the safest way to get it working is to place all of the structures unbuild and let the player build them.
edit: nice hive concept <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
edit?: there are also some other problems you will encounter when building that map, like getting a round started with just one player etc. etc.
So the buildings won't remain as your only problem.
I'll probably do something with this later on to support this. But atm I think only mapper placed armories and command chairs will work properly.
I'll probably do something with this later on to support this. But atm I think only mapper placed armories and command chairs will work properly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Aww...
Well, at least you're planning to do something about it.
done all the main corridors (bit different from last screen), in the process of making some custom textures for the arms cache, and got ron working on the stasis area.
p.s flay approved <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
edit: o and im not too worried about the chambers not working properlly, there r ways around it
p.s. it shuld come out in a southernly direction and rise up the door if thats possible?
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_3.jpg' border='0' alt='user posted image' />
edit: o and dont worry the door doesnt open, this is the first scent the player gets of the alien infestation though so its gotta look proper cool