Looks really good, but make sure they have to go to the breifing room before the armory room, because if it didn't tell players about ALL aspects, then it wouldn't be a training map..
I'd be willing to help out with this, but I can't map, or do anything like that, I can write however, perhaps I could write the scripts for the voice actors?
<!--QuoteBegin-Meat_Popsicle+Aug 1 2004, 12:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 1 2004, 12:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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? *SNIP* 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 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Is that door slightly above the ground? It's hard to tell from that picture...
[Re-Edit] Okay, I made a little PS. Just copy the env_particles_custom and the func_illusionary under the door, resize the func_illusionary (particle source) to your liking, and if needed tweak the velocities.
anyone want to make me some pop up target textures for a shooting range, for both marine and kharaa (dont worry bout onos though, its only a small range), but if u add the scoring rings as well it wuld be pretty sweet
edit: heres wat i reffered to in the plan as the "infested blockage", but as u can see its not so much a blockage as a broken door with a subtle bit of infestation <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_4.jpg' border='0' alt='user posted image' /> and its a flickering light if ur wondering why theres 2 pics of it <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_5.jpg' border='0' alt='user posted image' />
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
This training map is a very much needed map. Good you've started it. Mind if I give some feedback?
Just be sure you cover -every- basic feature a new player will encounter during the first games, including the readyroom. Stay away from advanced topics like bhop and leap-bite.
Let the player start in a small readyroom, with a voice (much like the HL training map) telling the player to choose one side for training; either marine or alien.
By having a "dumbed-down" readyroom at the beginning, you introduce the new players to the readyroom concept that is quite unique to the NS mod.
Will you be able to use marine "bots" of some sort, to simulate the commander?
<b>Suggested progression for the marine training:</b> - Readyroom, pick marine or alien (or somehow block the alien entrance till you've done the marine part?) - Spawn and be introduced to the NS Classic hazard course. (Somehow explain that this is not combat?) - Be guided by locked doors to the briefing room, where the basic chain of command is explained (comm is the god who gives orders, drops medpacks, manages structures and hands out guns, the rest of us are just grunts) - Firing range, where the player is "forced" to try all the marine weapons, just like in the HL training map. Experience the spread of the shottie, and the balistics of a GL. Also the first introduction to the armoury: the weapons are dropped around it, and the player must fill up ammo using it. - Welder -- weld through to the next area - View holographic projections of additional prototype TSA equipment(HA and JP), along with descriptions of their usages. - Walk through a gallery of various marine structures: TF, turrets, IPs, Protolab, armslab, observatory. - Use the PG to phase to a hazard course where the player is exposed to some damage and dropped medpacks/ammo. "Your commander can, if resources allow it, drop medpacks and ammunition for you in the field ... etc." - Be further guided to the xeno-holoroom where the aliens are introduced (I like the idea of the holographic alien projections), and then the various alien structures and their functions.
I'm not sure whether the player should be given a commanding part in this tutorial or not (would new players try to command, and is the tutorial complicated enough already?), but it could of course be fun to have it in.
I don't mean to step on anyones toes if you've already done a lot on the design of the trainingmap. Just view this as ideas and suggestions, and be sure to let me know if you want me to post my suggestions for the alien training too.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Will you be able to use marine "bots" of some sort, to simulate the commander?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> "basic" player commandering will be covered, please look at the plan <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Readyroom, pick marine or alien (or somehow block the alien entrance till you've done the marine part?)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> at the moment this is just a marine training map, but by teaching marines about their enemies u'll also be more accustomed to them when u do try them out
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be guided by locked doors to the briefing room, where the basic chain of command is explained (comm is the god who gives orders, drops medpacks, manages structures and hands out guns, the rest of us are just grunts)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> yes the level will be sequential but only the lowdown on the enemy will be given in the brief, comm-ing will be explained in more detail later in the level
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Firing range, where the player is "forced" to try all the marine weapons<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> allready in the process of making, i dont think ill hav multiple ranges though, just the 1 shuld do
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Welder -- weld through to the next area<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> again, u obviously didnt read the plan properlly, ill make the player hav to repair a structure as well
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- View holographic projections of additional prototype TSA equipment(HA and JP), along with descriptions of their usages.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> hmm, still thinking about this, was planning to kit the player up with HA when he gets to the arms cache as apparently preplaced JP's dont work
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Walk through a gallery of various marine structures<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> gd idea, ive allready made a gallery for the weapons
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Use the PG to phase to a hazard course<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> ill probably hav the phase gate take u from the siege room into the hive room, that way i can completely enclose it and hav a nicely detailed hive
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be further guided to the xeno-holoroom where the aliens are introduced (I like the idea of the holographic alien projections), and then the various alien structures and their functions.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> i didnt think about covering the alien structures in the briefing room but its a good idea actually, the question is whether or not the player shuld be made to stay for the whole briefing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm not sure whether the player should be given a commanding part in this tutorial or not<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> as i said, itll cover "basic" comm-ing i.e. upgrading a tf and dropping some siege turrets and a phase gate, as well as some general chit chat as to wat else the command console is used for
have faith <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
p.s. still reeeeealllllyyyyyyyy need a voice actor (well actually 2, 1 for like the general giving u orders and another preferabbly female voice for like the computer info sorta thing)
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
edited August 2004
<!--QuoteBegin-Meat_Popsicle+Aug 2 2004, 12:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 2 2004, 12:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Welder -- weld through to the next area<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> again, u obviously didnt read the plan properlly <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, I've read it several times. It was just an attempted to write down the ideas in an order they could be introduced <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Even if all you agree with is a couple of the things I listed down: Yey!
Keep it up!
Edit: Voice actors? Who did the voices for co_daimos? They were pretty good ...
<!--QuoteBegin-tankefugl+Aug 2 2004, 12:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Aug 2 2004, 12:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Edit: Voice actors? Who did the voices for co_daimos? They were pretty good ... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I believe her name was 'Missy', dunno if you can get a hold of her. I'd suggest you ask for voices when the training map is done, since it would be pretty stupid if someone made lots of sounds and the map never got finished.
Theres a little problem with that ps (i looked at it in ps edit, its partical lifetime is -1 so eventually it hits the max particles and the ps will appear not to generate any more particles, while the current ones float off into oblivion <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
<!--QuoteBegin-Olmy+Aug 2 2004, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Aug 2 2004, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Theres a little problem with that ps (i looked at it in ps edit, its partical lifetime is -1 so eventually it hits the max particles and the ps will appear not to generate any more particles, while the current ones float off into oblivion <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I could have sworn I had changed that.... I guess either PSEdit or Hammer didn't save it properly.
pff, get sheena yanai to do some voices <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-CoolCookieCooks+Aug 2 2004, 07:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Aug 2 2004, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> pff, get sheena yanai to do some voices <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> oh... yes yes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
her voice = pwnage for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
she has a domo kun for her avatar <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> ... much like the secret room in the teabag which none of u kno about muahahaha
Is it possible to make an spectate area for them who wants only see from the windows how u practising.? Like the scientists did in Half-Life Hazard Course.
And dont forget to make some areas what is (including all weapons) so u can train shoot .etc.
IT would be cool if u also could make a room for practising sieging the hive.
<!--QuoteBegin-Nz-Nexus+Aug 3 2004, 05:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ Aug 3 2004, 05:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is it possible to make an spectate area for them who wants only see from the windows how u practising.? Like the scientists did in Half-Life Hazard Course.
And dont forget to make some areas what is (including all weapons) so u can train shoot .etc.
IT would be cool if u also could make a room for practising sieging the hive.
good luck <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> As for the seige area, you mean like the one that's already in his layout? <img src='http://www.doriangray.ca/images/layout.png' border='0' alt='user posted image' /> As for the spectating area, we DO already have an entire team devoted to spectating. Is it really necessary to have people joining teams and then just sitting around?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->anyone want to make me some pop up target textures for a shooting range, for both marine and kharaa (dont worry bout onos though, its only a small range), but if u add the scoring rings as well it wuld be pretty sweet<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
anyone??
ive also hit a snag, dropped welders dont seem to appear in the level
<!--QuoteBegin-Meat_Popsicle+Aug 3 2004, 03:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 3 2004, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ive also hit a snag, dropped welders dont seem to appear in the level <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> putting weapons in the level does not work. read what I wrote about equipping players with weapons there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <a href='http://www.unknownworlds.com/forums/index.php?showtopic=76521' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=76521</a>
<!--QuoteBegin-Meat_Popsicle+Aug 3 2004, 06:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 3 2004, 06:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is theyre anywhere that i can get like official specs on all the TSA weapons, i dunno like range, accuracy, damage per second, stuff like that? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Here's the info for the voice actors. I recommend presenting the slot 1 weapons first in the map, then slot 2, then slot 3, then slot 4 so newbs have an easy time remember which weapon goes where, and then move onto equipment.
EDIT: I used italic text for the number crunching parts if you want to leave them out of the voice prompts but may want to make a sign with the numbers on it or something.
<b>LIGHT MACHINE GUN ::</b> Default weapon that is free with spawn. Fair damage and unlimted range. Versatile and effective, more so in groups. Marines spawn with 2 clips of ammunition. <i>Each bullet deals 10 points of damage, and fires approx. 17 bullets a second, for 170 points of damage a second. </i>
<b>SHOTGUN ::</b> Deadly at close range, costs 10 resources in classic mode. <i>Fires 10 pellets per shot. Each pellet deals 17 points of damage, for 170 damage with a fully connected shot. Over 2 seconds you could have fired the shotgun 3 times.</i>
<b>HEAVY MACHINE GUN ::</b> Not as accurate as the Light Machine Gun, but twice the punch and a bigger clip. The nature of it's armor peircing rounds makes it the ultimate anti-lifeform gun, but does half damage against structures. Costs 15 resources in classic mode. <i>Each shot deals 20 points of damage, and fires approx. 15 bullets a second, for 300 points of damage over a second.</i>
<b>GRENADE LAUNCHER ::</b> Used for groups of enemies or structures. Grenades explode on contact with an enemy or after 2 seconds with a radius of 350 units. Does double 'blast' damage to structures. Costs 20 res in classic mode. <i>Each shell deals 125 damage, and over 2 seconds you could have fired 3 shells.</i>
<b>PISTOL ::</b> Default secondary weapon, free with each respawn. Perfect accuracy and good power, but has a small clip. Marines spawn with 2 clips of ammunition. <i>Each shot deals 20 points of damage, and fires approx. 7 bullets a second, for a total of 140 points of damage a second.</i>
<b>KNIFE ::</b> Last ditch weapon when marines run out of ammo or want to conserve it. Comes with spawn. <i>Each slash deals 30 points of damage, and has 3 slashes a second, for 90 points of damage per second.</i>
<b>WELDER ::</b> Used to repair structures and armor, and to weld open or closed certain map features. Weldable objects are marked by special icons on the marine HUD. Costs 5 resources in classic mode.
<b>HAND GRENADE ::</b> You only get one grenade, so make it count. They take 1 second to prime and throw. In classic, researching the grenade upgrade supplies all marines with one upon respawn.
<b>MINES ::</b> Mines affix to any surface, and explode on contact with an enemy or after absorbing 20 hp of damage. Blast radius is 300 units. In classic, a pack of 4 mines cost 20 resources. Combat mode note: once you upgrade to mines, you'll always respawn with one.
<b><i><span style='font-size:14pt;line-height:100%'>MARINE ARMOR AND EQUIPMENT</b></i></span>
<b>HEAVY ARMOR ::</b> Raises the armor of a marine by 200 armor points. The armor's extra bulk slows the marine slightly, causing him to move at 95% of normal speed. Armor upgrades from the arms lab are cumulative with the effect of the Heavy Armor suit. Costs 15 resources in classic.
<b>JETPACK ::</b> Allows sustained flight, until the energy meter hits zero. Energy recharges as long as you are not using the jetpack. Handy for avoiding fangs and claws, as well as quick transportation. Can't be worn with Heavy Armor. Costs 10 resources in classic.
<!--QuoteBegin-Meat_Popsicle+Aug 3 2004, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 3 2004, 06:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [Sorcerer] and Forlorn, u guys r legends. i'll make a note of this for the credits
anyone fancy making the shooting range textures yet? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> For the shooting range, do you basically just want a front-on render of the model with some accuracy-circle-thingies overlayed?
<!--QuoteBegin-Meat_Popsicle+Aug 3 2004, 01:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 3 2004, 01:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [Sorcerer] and Forlorn, u guys r legends. i'll make a note of this for the credits
anyone fancy making the shooting range textures yet? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Do you have an e-mail? I just made all the voices for the TSA equipment. I want to send it to you so you can review.
Comments
I'd be willing to help out with this, but I can't map, or do anything like that, I can write however, perhaps I could write the scripts for the voice actors?
p.s. it shuld come out in a southernly direction and rise up the door if thats possible?
*SNIP*
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 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is that door slightly above the ground? It's hard to tell from that picture...
[Re-Edit]
Okay, I made a little PS. Just copy the env_particles_custom and the func_illusionary under the door, resize the func_illusionary (particle source) to your liking, and if needed tweak the velocities.
<a href='http://www.doriangray.ca/maps/ps.rmf' target='_blank'>RMF</a>
I simply took the initiative and got the thing rolling.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
edit: heres wat i reffered to in the plan as the "infested blockage", but as u can see its not so much a blockage as a broken door with a subtle bit of infestation
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_4.jpg' border='0' alt='user posted image' />
and its a flickering light if ur wondering why theres 2 pics of it
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_5.jpg' border='0' alt='user posted image' />
Just be sure you cover -every- basic feature a new player will encounter during the first games, including the readyroom. Stay away from advanced topics like bhop and leap-bite.
Let the player start in a small readyroom, with a voice (much like the HL training map) telling the player to choose one side for training; either marine or alien.
By having a "dumbed-down" readyroom at the beginning, you introduce the new players to the readyroom concept that is quite unique to the NS mod.
Will you be able to use marine "bots" of some sort, to simulate the commander?
<b>Suggested progression for the marine training:</b>
- Readyroom, pick marine or alien (or somehow block the alien entrance till you've done the marine part?)
- Spawn and be introduced to the NS Classic hazard course. (Somehow explain that this is not combat?)
- Be guided by locked doors to the briefing room, where the basic chain of command is explained (comm is the god who gives orders, drops medpacks, manages structures and hands out guns, the rest of us are just grunts)
- Firing range, where the player is "forced" to try all the marine weapons, just like in the HL training map. Experience the spread of the shottie, and the balistics of a GL. Also the first introduction to the armoury: the weapons are dropped around it, and the player must fill up ammo using it.
- Welder -- weld through to the next area
- View holographic projections of additional prototype TSA equipment(HA and JP), along with descriptions of their usages.
- Walk through a gallery of various marine structures: TF, turrets, IPs, Protolab, armslab, observatory.
- Use the PG to phase to a hazard course where the player is exposed to some damage and dropped medpacks/ammo. "Your commander can, if resources allow it, drop medpacks and ammunition for you in the field ... etc."
- Be further guided to the xeno-holoroom where the aliens are introduced (I like the idea of the holographic alien projections), and then the various alien structures and their functions.
I'm not sure whether the player should be given a commanding part in this tutorial or not (would new players try to command, and is the tutorial complicated enough already?), but it could of course be fun to have it in.
I don't mean to step on anyones toes if you've already done a lot on the design of the trainingmap. Just view this as ideas and suggestions, and be sure to let me know if you want me to post my suggestions for the alien training too.
"basic" player commandering will be covered, please look at the plan <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Readyroom, pick marine or alien (or somehow block the alien entrance till you've done the marine part?)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
at the moment this is just a marine training map, but by teaching marines about their enemies u'll also be more accustomed to them when u do try them out
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be guided by locked doors to the briefing room, where the basic chain of command is explained (comm is the god who gives orders, drops medpacks, manages structures and hands out guns, the rest of us are just grunts)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yes the level will be sequential but only the lowdown on the enemy will be given in the brief, comm-ing will be explained in more detail later in the level
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Firing range, where the player is "forced" to try all the marine weapons<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
allready in the process of making, i dont think ill hav multiple ranges though, just the 1 shuld do
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Welder -- weld through to the next area<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
again, u obviously didnt read the plan properlly, ill make the player hav to repair a structure as well
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- View holographic projections of additional prototype TSA equipment(HA and JP), along with descriptions of their usages.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
hmm, still thinking about this, was planning to kit the player up with HA when he gets to the arms cache as apparently preplaced JP's dont work
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Walk through a gallery of various marine structures<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
gd idea, ive allready made a gallery for the weapons
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Use the PG to phase to a hazard course<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ill probably hav the phase gate take u from the siege room into the hive room, that way i can completely enclose it and hav a nicely detailed hive
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be further guided to the xeno-holoroom where the aliens are introduced (I like the idea of the holographic alien projections), and then the various alien structures and their functions.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i didnt think about covering the alien structures in the briefing room but its a good idea actually, the question is whether or not the player shuld be made to stay for the whole briefing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm not sure whether the player should be given a commanding part in this tutorial or not<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
as i said, itll cover "basic" comm-ing i.e. upgrading a tf and dropping some siege turrets and a phase gate, as well as some general chit chat as to wat else the command console is used for
have faith <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
p.s. still reeeeealllllyyyyyyyy need a voice actor (well actually 2, 1 for like the general giving u orders and another preferabbly female voice for like the computer info sorta thing)
again, u obviously didnt read the plan properlly <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, I've read it several times. It was just an attempted to write down the ideas in an order they could be introduced <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Even if all you agree with is a couple of the things I listed down: Yey!
Keep it up!
Edit: Voice actors? Who did the voices for co_daimos? They were pretty good ...
I believe her name was 'Missy', dunno if you can get a hold of her. I'd suggest you ask for voices when the training map is done, since it would be pretty stupid if someone made lots of sounds and the map never got finished.
I could have sworn I had changed that.... I guess either PSEdit or Hammer didn't save it properly.
oh... yes yes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
her voice = pwnage for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
oh.... and for you meat:
<a href='http://www.unknownworlds.com/forums/index.php?showuser=11426' target='_blank'>That's</a> sheena ^^
And dont forget to make some areas what is (including all weapons) so u can train shoot .etc.
IT would be cool if u also could make a room for practising sieging the hive.
good luck
And dont forget to make some areas what is (including all weapons) so u can train shoot .etc.
IT would be cool if u also could make a room for practising sieging the hive.
good luck <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As for the seige area, you mean like the one that's already in his layout?
<img src='http://www.doriangray.ca/images/layout.png' border='0' alt='user posted image' />
As for the spectating area, we DO already have an entire team devoted to spectating. Is it really necessary to have people joining teams and then just sitting around?
Edit: Wrong URL
Not for sentries and sieges AFAIK.
anyone??
ive also hit a snag, dropped welders dont seem to appear in the level
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
putting weapons in the level does not work. read what I wrote about equipping players with weapons there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=76521' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=76521</a>
Here's the info for the voice actors. I recommend presenting the slot 1 weapons first in the map, then slot 2, then slot 3, then slot 4 so newbs have an easy time remember which weapon goes where, and then move onto equipment.
EDIT: I used italic text for the number crunching parts if you want to leave them out of the voice prompts but may want to make a sign with the numbers on it or something.
<b><i><span style='font-size:14pt;line-height:100%'>SLOT 1 WEAPONS</i></b></span>
<b>LIGHT MACHINE GUN ::</b> Default weapon that is free with spawn. Fair damage and unlimted range. Versatile and effective, more so in groups. Marines spawn with 2 clips of ammunition.
<i>Each bullet deals 10 points of damage, and fires approx. 17 bullets a second, for 170 points of damage a second. </i>
<b>SHOTGUN ::</b> Deadly at close range, costs 10 resources in classic mode.
<i>Fires 10 pellets per shot. Each pellet deals 17 points of damage, for 170 damage with a fully connected shot. Over 2 seconds you could have fired the shotgun 3 times.</i>
<b>HEAVY MACHINE GUN ::</b> Not as accurate as the Light Machine Gun, but twice the punch and a bigger clip. The nature of it's armor peircing rounds makes it the ultimate anti-lifeform gun, but does half damage against structures. Costs 15 resources in classic mode.
<i>Each shot deals 20 points of damage, and fires approx. 15 bullets a second, for 300 points of damage over a second.</i>
<b>GRENADE LAUNCHER ::</b> Used for groups of enemies or structures. Grenades explode on contact with an enemy or after 2 seconds with a radius of 350 units. Does double 'blast' damage to structures. Costs 20 res in classic mode.
<i>Each shell deals 125 damage, and over 2 seconds you could have fired 3 shells.</i>
<b><i><span style='font-size:14pt;line-height:100%'>SLOT 2 WEAPONS</b></i></span>
<b>PISTOL ::</b> Default secondary weapon, free with each respawn. Perfect accuracy and good power, but has a small clip. Marines spawn with 2 clips of ammunition.
<i>Each shot deals 20 points of damage, and fires approx. 7 bullets a second, for a total of 140 points of damage a second.</i>
<b><i><span style='font-size:14pt;line-height:100%'>SLOT 3 WEAPONS</b></i></span>
<b>KNIFE ::</b> Last ditch weapon when marines run out of ammo or want to conserve it. Comes with spawn.
<i>Each slash deals 30 points of damage, and has 3 slashes a second, for 90 points of damage per second.</i>
<b><i><span style='font-size:14pt;line-height:100%'>SLOT 4 WEAPONS</b></i></span>
<b>WELDER ::</b> Used to repair structures and armor, and to weld open or closed certain map features. Weldable objects are marked by special icons on the marine HUD. Costs 5 resources in classic mode.
<b>HAND GRENADE ::</b> You only get one grenade, so make it count. They take 1 second to prime and throw. In classic, researching the grenade upgrade supplies all marines with one upon respawn.
<b>MINES ::</b> Mines affix to any surface, and explode on contact with an enemy or after absorbing 20 hp of damage. Blast radius is 300 units. In classic, a pack of 4 mines cost 20 resources. Combat mode note: once you upgrade to mines, you'll always respawn with one.
<b><i><span style='font-size:14pt;line-height:100%'>MARINE ARMOR AND EQUIPMENT</b></i></span>
<b>HEAVY ARMOR ::</b> Raises the armor of a marine by 200 armor points. The armor's extra bulk slows the marine slightly, causing him to move at 95% of normal speed. Armor upgrades from the arms lab are cumulative with the effect of the Heavy Armor suit. Costs 15 resources in classic.
<b>JETPACK ::</b> Allows sustained flight, until the energy meter hits zero. Energy recharges as long as you are not using the jetpack. Handy for avoiding fangs and claws, as well as quick transportation. Can't be worn with Heavy Armor. Costs 10 resources in classic.
anyone fancy making the shooting range textures yet?
anyone fancy making the shooting range textures yet? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
For the shooting range, do you basically just want a front-on render of the model with some accuracy-circle-thingies overlayed?
anyone fancy making the shooting range textures yet? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Do you have an e-mail? I just made all the voices for the TSA equipment. I want to send it to you so you can review.