Ns_cityassault
Pash
Join Date: 2003-06-22 Member: 17619Members
<div class="IPBDescription">Map idea</div> Ok... Marines touch down in a large gunship in the ruined part of a city. The ships too large to land in the streets so it lands just across the river on a crossroad near a destroyed building.
Basically the map will be at night under moonlight with a few street lights. From the GunShip (M-Start) marines cross a bridge then weive they way through the streets towards a badly damaged hospital (Aliens Hives).
In this map marines will have the advantage with fairly large open spaces, but aliens can leap out of doorways, windows and dark corners.
Bellow the streets is piping for water drainage, leading from the centre of the hospitals court yard to the river. With varius exits between.
In the ship marines can us the main flight consol to order in a mortar strike on the street every 3 or 4 mins. (bad for either side if your in the way).
My first design
Green - Doorways (entrances)
Red - Windows
Blue - underground drainage tunnel
Basically the map will be at night under moonlight with a few street lights. From the GunShip (M-Start) marines cross a bridge then weive they way through the streets towards a badly damaged hospital (Aliens Hives).
In this map marines will have the advantage with fairly large open spaces, but aliens can leap out of doorways, windows and dark corners.
Bellow the streets is piping for water drainage, leading from the centre of the hospitals court yard to the river. With varius exits between.
In the ship marines can us the main flight consol to order in a mortar strike on the street every 3 or 4 mins. (bad for either side if your in the way).
My first design
Green - Doorways (entrances)
Red - Windows
Blue - underground drainage tunnel
Comments
Updated design after i realised the gunship was slightly too large, about 250% <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
So i decided just to put one on, This also shows where the res points will be.
Im thinking the top idea because its slightly longer and gives an extra corner to help reduce the poly count a little better.
Oh yes and sorry for the shoddy pictures, I usually draw mine with pencil and paper but this one was a quick scrible in paint while i was at work :/
hope that made sense.
Kinda hopeing som1 will help me make this one, ive started on m-start... Got the gunship made and the basic ground right across the bridge, with the water and sewer + 1 building and a very basic low lighting. Looks creepy...
theres a reason maps liek this aint in ns, coz they dont have a hope in hell of working like a decent ns map
a fade wud be able to get from one side of them map to the other, in a matter of seconds, by blinking and alot of other things in a map like this, wud ruin the balance
i have been thinkign abut somthing similar, a colony or so
city ns combat woud rock
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I think im gonna have a problem with fades as kester says. I could put up a few arch ways, make it a little more dificult for them to manover. I may put a building in the middle, with the road going down, under then back up on the other side.
Im ok at maping i have done a quick map (<a href='http://www.unknownworlds.com/forums/index.php?showtopic=72065&hl=triplethreat' target='_blank'>co_triplethreat</a>) and im currently working on two other maps, one is outside and conveniently is using a force field <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> with a 3rd in planning. So im kinda wanting some help.
I can do the basics, making the layout, doing a few tecnical models. But what i cant do is texturing and special effects at the moment. I have a basic understanding of lighting placement and levels and ive got the nak of doing things in the hardest posible way without thinking of just doing... say a box with a nice texture on it.
The texturing on this map can be big and chunky without much detail. So that wont take up much leaving a lot more for building..
Also can som1 tell me how to stop the water from glowing :/ its a nice bright blue at the moment? :/
we need a custom future city wad
link annyone ?
Then again marines will eventually have jetpacks, which will cause a big problem for fades. Also, because of the big open spaces, fades would be easy targets when they are blinking because many marines would have line of sight with him.
omg. CITY! its one of those "lets try to make cs maps for ns".
but after reading some lines I realized a total different idea behind it.
this idea COULD rock, if the whole is crafted well and with passion.
but I dont think the skulks are the problem with this map because you can easyly block their movements by creating edges they cant walk on.
the best way to stop ANY player to get "blocked" by the sky would be trigger_push with the ability to push any players down, so the rate should be higher than the rate, jetpacker, lerks, fades can ascent.
but to make this map a "WOW!" it will need a lot of ideas to create believeable future-styled buildings.
-> effort = rock
-> no effort = uninteresting as many custom ns maps
its up to you to show us what you are made off <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> and Im shure you will find some skilled people that are willing to help you. like I said, the idea is interesting, the job is to fit it to ns...
Also this doesn't make any sense at all, where can hives go? Why are there res nodes inside a city? Aliens could easily rush the marines every round because of the linearity of the map, the clear path to the base, etc. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
2/. Why are their res nodes in any maps. Especially ones on space ships?
U can call then gas mains for all i care. What exactly is it supost to be pumping anyway?
3/. This map is in the old city, ruined and chared. small fires burning, with large crater and damaged/destroyed buildings. Their will be lots of things to get in the way. The map can easily be extended. Giving corners, ledges and other unusual things.
The whole atmosphere is going to be dark damp and spooky.
4/. Im gonna make this map no matter what. Mainly because i want to. I do care if people play on it, but even if they dont its good practice for my other maps. And i wanna know if it could work.
<a href='http://tkraccoon.tripod.com/images/fcity1.jpg' target='_blank'>http://tkraccoon.tripod.com/images/fcity1.jpg</a>
<a href='http://www.terragenesis.co.uk/boards/cityboard2FP.html' target='_blank'>http://www.terragenesis.co.uk/boards/cityboard2FP.html</a>
<a href='http://www.studiosputnik.com/conceptart/pages/City%20Perspective.htm' target='_blank'>http://www.studiosputnik.com/conceptart/pa...Perspective.htm</a>
<a href='http://redfaction.volitionwatch.com/screens/concept/industrial.jpg' target='_blank'>http://redfaction.volitionwatch.com/screen.../industrial.jpg</a>
Its pritty pssoible, ive allready tryed making the basics and its coming on well.
It'll be one of the only buildings that hasnt been destroyed..
So now it'll have a second indoor part along with another underground passageway that the train go down from the factory.
Ill definatly post picture tonight on both the factory, m-start area and the gunship for u, (M-Start is running at about 600 w_polys at most)
I have build 1/4 of the maps basics. Im at work so ill be posting pictures later for u lazy ppl out their when i get home if i dont just start working on it straight away.
<a href='http://www.iownallyourbase.com/hosting/hosting/ns_cityassault/ns_cityassault8_4.zip' target='_blank'>Download for co_cityassault8_4 Zip file (about 200kb)</a>
Bug i know about and are not helpfull to mention unless u know how to solve:
1/ Hole in the roof of the gunship - Temparary gunship, vertex's screwed up when i rotated. Also its not finished yet.
2/ Textures - Basic since im still building the map
3/ Crates in the middle need organising, with diferent sizes.
4/ building between ship and the river needs rooms.
Being a bit slow with this. Well anyways... redesigned the map now that i know more about compiling and separating areas.
Basically ive redone what id done before with this new design. The Dockyard with its bridges.
I havent been able to compiled it yet, still got lots of areas to corner off and fill in. The poly count shouldnt be too high. If it is i can always remove some detail off the cranes and barges.
Any Sugestions for layout would be most helpfull, especially Marine Start. All i can think of for that is a big field.
I like the idea of having it in a dock, meaning loads of overhanging ples, wires, cranes, fallen buildings will all impede movement of the fades and lerks. How about killfully using trigget_push on the forcefield in the sky. Also, u need a beastly particle effect so u can have steam/ mist oat the docks + in the sky so as to obscure vision., and this HAS to be a night map, so rines and aliens dont see for miles
I would h8 to be in your shoes pash.. its a difficult map to take on, but if it works, good on yer!
Don't know if this has been suggested - Have you thought of having a giant push entity on the tops of the level where the sky is ...and then you could have a giant particle system that could blow clouds over the entire level. Turn off collision and you've got your problem solved... Players wont be able to see that many of the sprites at once and if you have the cloud sprites big enough, you shouldn't need too many sprites for it to cover a large area...perhaps have multiple p.s. across the map... If you make it night-time you could have the lighting fade off towards the tops of the buildings so it gives the impression that they keep going up up up..
Just a thought
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how about an upper atmosphere of gas that is poisenous, thatll keep ppl from flying too high <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> make the whole lot a redish wasteland as well with derelict and half demolished buildings, good luck with it