Ns_trainingmap

Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
edited July 2004 in Mapping Forum
<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-->
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Comments

  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    edited July 2004
    Yea I like the idea of different areas to learn about NS on the map, looks nice. Keep it up! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    [/Edit] And the 'Peep Holes' =D
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Looks neato, hopefully this one gets off the ground a little more...
  • CloistCloist Join Date: 2004-02-04 Member: 26041Members
    Yeah seems like a good idea, especially like the more interactive approach in the drawings. I hope alot more people get involved , it would be good to have a community effort. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
  • titaniumtitanium Join Date: 2003-10-31 Member: 22166Members
    impressively planned out so far, keep it up
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Hey Hydra


    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
  • James1James1 Join Date: 2004-07-25 Member: 30130Members, Constellation, Reinforced - Silver
    Very good idea <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo-->
  • CyborgmattCyborgmatt Join Date: 2004-07-25 Member: 30129Members
    This is a great idea for the new people of NS to learn the features... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    I want to see this inplented officialy in NS. Keep the work ! GO FOR IT !!!!!!!
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <!--QuoteBegin-BulletHead+Jul 25 2004, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Jul 25 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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)

    <!--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
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    One thing, i reckon it would probably be better if the start of the map was more linear ie, come out of stasis -> straight to briefing room -> etc instead of having to backtrack the way you went. Some people might go the wrong way and the whole thing might fall apart.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <!--QuoteBegin-Olmy+Jul 26 2004, 05:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 26 2004, 05:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One thing, i reckon it would probably be better if the start of the map was more linear ie, come out of stasis -> straight to briefing room -> etc instead of having to backtrack the way you went. Some people might go the wrong way and the whole thing might fall apart. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Meat_Popsicle+Jul 26 2004, 11:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Jul 26 2004, 11:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Olmy+Jul 26 2004, 05:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 26 2004, 05:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One thing, i reckon it would probably be better if the start of the map was more linear ie, come out of stasis -> straight to briefing room -> etc instead of having to backtrack the way you went.  Some people might go the wrong way and the whole thing might fall apart. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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...
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    well its only the briefing room ull be able to skip which is fine tbh if ppl cant be bothered with it as its the only theory part of the level really.. things like the armoury u'll <i>have</i> to visit else u wont be able to weld open the door to the supply room, and the rest is fairly linear
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    edited July 2004
    Cast your minds back to Half-Life. You had to go and get your HEV suit before you could progress down to Anomalous Materials. They did the same thing in Opposing Force and Blue Shift (the latter probably being the best example of what I'm illustrating, having to go somewhere before you can go somewhere else). There's no reason why something similar won't work in this map.

    <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.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    lol cool, that culd be interesting, like i said PM me a soundbite of u barking out some orders or somethin and ill see if i like it
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    any good texture artists out there fancy making me some holographic sign textures...

    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
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Wow that's a great concept. Let's make it a great map too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_2.jpg' border='0' alt='user posted image' />

    got the basic corridors down, ill add detailing at the end depending on wat the r speeds r like
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    <!--QuoteBegin-Meat_Popsicle+Jul 26 2004, 05:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Jul 26 2004, 05:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> any good texture artists out there fancy making me some holographic sign textures...

    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.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    nice idea and interesting start <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    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.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    well, u can play it single player or co-op, it doesnt really matter but im gonna keep the polys below 800 so Olmy wont winge at me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> seeing as lag wont matter much im gonna put a bit of effort into scripting and stuff, that door shuld be pretty funky when im finished with it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    edited July 2004
    how do u get pre-placed structures in levels like offense chambers to work, they just sit there and dont shoot anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    hive concept:
    <img src='http://www.bios-clan.uk-xtreme.net/images/training/hive_concept.jpg' border='0' alt='user posted image' />
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    edited July 2004
    pre places structures are a problem, since they are a little bit bugged. The safest way to get them working is, to place them without the "start build" flag checked. When doing that, DC, MC and SC will start building themself automatically and are usable by an alien afterwards. However they won't show up next to the hive symbol. OC's won't start building automatically, and you need a gorge to build them. And when a gorge builds them, they will also work as OC's.
    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.
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    Prebuilt OC's/DC's/MC's/etc I dont think 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.
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Turrets and TFACs work, but you have to place the TF _after_ the turrets IIRC.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    <!--QuoteBegin-voogru+Jul 28 2004, 03:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (voogru @ Jul 28 2004, 03:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Prebuilt OC's/DC's/MC's/etc I dont think 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.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    edited July 2004
    progress update:
    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
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    edited July 2004
    the hive concept is intresting.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    edited July 2004
    Just a little correction... all chambers except offense chambers work properly. OCs can be "StartBuilt" to appear to be active, but they won't fire at anything.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    edited August 2004
    culd someone set up a particle engine to make smoke slowly spew out in a rectangular fashion from the gap under the door here. i wuld but i dont kno how to use them and id rather get the brushwork down than waste hours messing about with particle engines

    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
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