Great, come up with this great name for my map: ns_titan. Haven't even started building it and now it's already taken <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> Oh well, guess I'll pick another one of saturns moons then.
Thats some nice mapping there. I think a couple of draw backs would be that the ventilation shafts look repetitive in sturcture and texture. It may be worth putting something individual in per corner. Also I agree with 'wot sum1 else sed' that the orangy style of light doesn't work too well with shaderlab's majestic textures.
But the consensus generally seems to be that this is a official caliber map. Lets see some hives (with water and garbage <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
Although chubbysteve probably didn't read that this is supposed to be a Marine vs Marine map, now that he mentions it, I think this map could really fit Aliens. I think you should seriously consider making it vs Alien, Sam. I mean... it has garbage. Garbage is slimy and icky. Aliens are slimy and icky. Thus, the map should have Aliens.
Face it Jim, the logic of my vulcan mind is impervious.
Sorry about using the name Titan...! I was in the local video shop and I saw Titan A.E on the shelf, and I thought, that's cool....!
As for aliens vs marines, hmmm. I am tempted, but I really do have my heart set on making it Marines Vs. Marines. If this map is successful, I will be making more ns_titan maps (1,2,3,4,5!), and I could make one of those marines vs aliens.
Otherwise, I could always convert this map.
Modelling help, yay! Right. Well, it's going to be a garbage facility, so models of trash and stuff to lie around (the non prostitutional kind). Also, I want to make a pipe hole in the evening, which has bits of rubbish falling from into a huge grinder/crusher.
Uhm....i'm sorry if i don't say "Gosh, it kick **obscenity**",because i like to say that of a map, but it won't help. i think that the texture you choose aren't perfect near the others. like also KFS sayd, i agree, the lightning is not that good; not only for the too orange colour, but because there isn't a true contrast on white or blueish lights like we saw on other maps. i also think the rooms aren't enough big, i like Aliens'(the movie) cloustrophoby but i don't think it make a map easy to play,for the NS gameplay :\
oh, the pipes...when 1 connect some brush to make them curve...don't cut the pipes orizontally/vertically but on a 45degrees, because like u do the diagonal brush is deformed looking the others, a 45° cut make a curve made of 3 brushes to look better <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Hmmm... falling models... I've never seen it done, no built-in VHE or HL systems for it come readily to mind. Might be possible if we use really sneaky tricks. I'm good at those. You should have seen some of the things I did to make fire effects in my CS maps. Sneaky.
Anyone know any built-in ways to make constantly falling models? I suppose the model might be animated to fall. SamR, have you considered just using garbage-textured entities or sprites? That would be relatively easy.
Also, I just discovered I can import models from Lightwave to Milkshape, as I really don't want to get to know Milkshape's interface. Sometimes I end up using Lightwave shortcut keys in Worldcraft, and vice versa, so one more modelling system might make my head explode.
[EDIT] If you want to go so insanely far as to make garbage fall onto, say, a conveyor belt, and slide along and get mashed or something, I suggest you use a func_train entity.
Realy cool map, i love seeing maps like this cus the tell ya so mucho, not that im going to opy any of your work, but hey man its always cool to se what other people can create. I wish i had more time to do some mapping, but any way. Two more words for you my friend: KEEEEEEP UP THE GOOOOD WOOOORK!!!! (well actualy that was 5, and rather large, but they seems to fit in better.)
i'm pretty sure one of the opera maps had falling junk. it was a duel level, called xx_foundry i think. if you can track down the maker (which i think was yamazaki) then you could find out how to do it.
i like. some of the texture detail may be enhanced not only but using subtle coloured lights but also perhaps a bit more contrasted, eg subtle spotlights or whatnot
Don't mind me, I'm just a (usually) anonymous lurker (or lerker) who recently signed up on these forums... (recently being just prior to release)
Anyways, I noticed in this thread you're talking about dropping models, and I'm sure I know of a way to do this. It's the env_shooter. <a href='http://www.valve-erc.com/entities/?entity=env_shooter' target='_blank'>http://www.valve-erc.com/entities/?entity=env_shooter</a>
It's related to the gibshooter, which is used in the singleplayer HL campaign in the Garbage Processing place. I'm sure it's used in countless other places too.
Alternatively, you might be able to use a monstermaker to drop the models too, but if it's classified as 'monster' it will probably turn into bloody gibs (which don't exist in ns) when it is destroyed. And I don't think you can spawn monster_furnitures...
Still, I hope I've been of help. I also hope to start mapping one day, but my few attempts have been... a mockery of patheticness to say the least.
The env_shooter is a good idea. As for the particle system, I'm sure that can only drop sprites. I could however, make some sprites of rubbish, and let them fall...
You have all been incredibly helpful about this, thank you.
Hmm, I tried making a model of garbage falling down, but the trouble is, when all the garbage falls right to the bottom, instead of the animation starting over and falling again, it quickly flies back up to the top and then falls again... grrrrrr!
I then made sprites of garbage and stuff, but the the particle system is playing around. Even though I change the sprite name and what sprite to use in Worldcraft, whenever I load the map, it's still those small little white glow sprites.
Has anyone else had this problem? If so, do you know how to fix it?
Hmm, I've just come back to this thread after a long time, and realised I have posted 3 times after each other... sorry about that.
Anyway, here are 4 new screenshots of ns_titan6, the garbage processing facility.
They are of the Frontiersman Spawn. I am considering making this map Alien Vs. Marine now. I have made 3 large rooms in the map, which could be changed to Hives pretty easily.
Here are the screenshots, and check out all the previous screenshots if you haven't been on this thread before, then give me some constructive critism/feedback.
Thanks everyone, I couldn't do this without you. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
This one isn't of the Marine Spawn. This one is of a cool corridor, which has some super sweet features... but that's a secret for now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
i actually like the flat colour of that texture. it highlights the lighting in the area, i will say that it looks a bit repetitive in the 2nd of the 3 pics (looking at it from inside) but i think that comes from brushwork more than texture. what if you made each 'flange' wider so that it had fewer overall from one side of the room to the other and to help convey a sense of massive scale?
the two rows of 4 pipes on the far wall at the top seem distracting to me, they dont seem to add much being so similarly coloured to the rest of the room and not as intriguing brushes as the frames directly below them
also, the techwall grate texture seems at too small a scale imho
great work samR, can't wait to see what other cool stuff you have in store for us ~:)
lol, I did initially think that the plain solid texture looked a bit cartoony, and not nitty gritty like NS traditionally should be like, but then it does add contrast. I had this idea for this kind of man made chasm where aliens could scutter up and down. This is how it turned out...
I could alter the texture I suppose, but I do kinda like it.
Blue2k, a func whatever?! Well, it's not, they're just plain brushes....!
<!--QuoteBegin--SamR+Nov 18 2002, 07:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Nov 18 2002, 07:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hmm, I tried making a model of garbage falling down, but the trouble is, when all the garbage falls right to the bottom, instead of the animation starting over and falling again, it quickly flies back up to the top and then falls again... grrrrrr!
I then made sprites of garbage and stuff, but the the particle system is playing around. Even though I change the sprite name and what sprite to use in Worldcraft, whenever I load the map, it's still those small little white glow sprites.
Has anyone else had this problem? If so, do you know how to fix it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I was just thinking about your garbage dropper... Could you make 10 or so garbage blocks that travel in a loop back to their start. Say, it drops out of the ceiling chute, onto a conveyour, then into furnace. after it's out of sight, it goes back to start.
What would be really neat (and prolly not worth the effort) would be the floor above this where little bits fell into a compacter, were crushed like a car crusher and then conveyoured off to the first room.
In other news, it boggles my mind how you get the wpoly counts you do. Do those 'w looking things (anime) touch the walls/ceiling/floor?
I thought I'd just comment on the whole "Turning it into a Marines vs Aliens map" thing.
My first thoguht, way back when you first started this thread, was "Woah." My second thought was "I'd LOVE to be a skulk or a lerk in this place. It's wonderful! Perfect for eating delicious meatpops!" And then you mentioned that it was going to be marines vs marines.
So when you said that you wanted to make it MvA again, my heart leapt. But over the weeks/months, my view has changed slightly. We will need MvM maps, as well as AvA... and I'm GREATLY looking forewards to those as well. This map is so lovely and stunning and all that, it would be perfect for MvM.
On the other hand, it's so lovely and stunning, I want to play it now. And to make matters worse, MvM and AvA maps won't likely be supported for many more months to come. It'll have to be playtested, models will need to be made so as not to confuse the two teams, all sorts of things like that.
My thought? Continue making it, for the moment, as an MvM map. Get it as good as possible. Save it. Back it up in a safe place. Now, add infestation and hives to the three big rooms you mentioned. Release it as an AvM map. Let the people rejoyce.
Months later, when Flayra asks for maps for MvM, pull out your backed up file, and let the team use it for playtesting. Make it perfect, as good as possible, and it'll be released as an official MvM map... probably also as an official AvM map TOO! The best of both worlds!
Actually, I hate to say it, but marine vs. marine is easily do-able. There are only a few problems. 1. Marines. Simply put a red or blue sprite above the marines depending on team.
2. Mines. Change tripmine color from red to blue depending on team.
3. Structures, change the color of the "health" sprite when you look at a structure. red and blue once again. This means marines have to go up to eachothers structures (without turrets) to find out whose it is.
4. Other weapons- These can be picked up by anyone.
too easy. Sad to see it'll never happen.
Really nice map, btw. Do you have the models you need?
I have made a plan of the map on paper, which includes 3 largish rooms, which could be coverted to Hive Locations pretty quickly. My plan is for this map to go official...!
The main difference between making it a MvM to MvA, is that I would have more easily accessable res points for the MvM mode, just to get the game going a bit.
I was thinking of putting a double res (or even a triple) at each Marine spawn, so they could really get a good base going, and it would be a good battle, as opposed to one team gets all the res and has the advantage for the whole game.
Do you mean the models for the garbage working?
I made some garbage boxes and bags in Milkshape, and then animated them, so they fell from above, but then the bloody things flew back up again to where they fell from. I haven't tried the env_shooter way yet, but I'm sure it will work.
In response to MayIPostNow, the NS team won't release a MvM mode without giving it a proper storyline (so it fits in with the NS Universe) and entirely new models for each team and that. They are perfectionists....!
Here is a later pic of that Marine Spawn. The w_polys are on 729, but they don't go ANY higher than that at all.
I can assure you, the w_polys here don't go above 729 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> It only goes up to 729 when you go right to the back of the room and look at everything.
But one little idea here... The Marine spawn needs to be in a StarWars style trash crusher. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Comments
Oh well, guess I'll pick another one of saturns moons then.
Ganymede is cool, though.
SamR... you're looking for a model/models for the map? Good excuse for me to get off my arse and start Milkshape-ing. What kinda model do you want?
But the consensus generally seems to be that this is a official caliber map. Lets see some hives (with water and garbage <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
Face it Jim, the logic of my vulcan mind is impervious.
As for aliens vs marines, hmmm. I am tempted, but I really do have my heart set on making it Marines Vs. Marines. If this map is successful, I will be making more ns_titan maps (1,2,3,4,5!), and I could make one of those marines vs aliens.
Otherwise, I could always convert this map.
Modelling help, yay! Right. Well, it's going to be a garbage facility, so models of trash and stuff to lie around (the non prostitutional kind). Also, I want to make a pipe hole in the evening, which has bits of rubbish falling from into a huge grinder/crusher.
Would you be able to do this?
oh, the pipes...when 1 connect some brush to make them curve...don't cut the pipes orizontally/vertically but on a 45degrees, because like u do the diagonal brush is deformed looking the others, a 45° cut make a curve made of 3 brushes to look better <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
good work!
Anyone know any built-in ways to make constantly falling models? I suppose the model might be animated to fall. SamR, have you considered just using garbage-textured entities or sprites? That would be relatively easy.
Also, I just discovered I can import models from Lightwave to Milkshape, as I really don't want to get to know Milkshape's interface. Sometimes I end up using Lightwave shortcut keys in Worldcraft, and vice versa, so one more modelling system might make my head explode.
[EDIT] If you want to go so insanely far as to make garbage fall onto, say, a conveyor belt, and slide along and get mashed or something, I suggest you use a func_train entity.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
i like. some of the texture detail may be enhanced not only but using subtle coloured lights but also perhaps a bit more contrasted, eg subtle spotlights or whatnot
Anyways, I noticed in this thread you're talking about dropping models, and I'm sure I know of a way to do this. It's the env_shooter.
<a href='http://www.valve-erc.com/entities/?entity=env_shooter' target='_blank'>http://www.valve-erc.com/entities/?entity=env_shooter</a>
It's related to the gibshooter, which is used in the singleplayer HL campaign in the Garbage Processing place. I'm sure it's used in countless other places too.
Alternatively, you might be able to use a monstermaker to drop the models too, but if it's classified as 'monster' it will probably turn into bloody gibs (which don't exist in ns) when it is destroyed. And I don't think you can spawn monster_furnitures...
Still, I hope I've been of help. I also hope to start mapping one day, but my few attempts have been... a mockery of patheticness to say the least.
You have all been incredibly helpful about this, thank you.
I then made sprites of garbage and stuff, but the the particle system is playing around. Even though I change the sprite name and what sprite to use in Worldcraft, whenever I load the map, it's still those small little white glow sprites.
Has anyone else had this problem? If so, do you know how to fix it?
Anyway, here are 4 new screenshots of ns_titan6, the garbage processing facility.
They are of the Frontiersman Spawn. I am considering making this map Alien Vs. Marine now. I have made 3 large rooms in the map, which could be changed to Hives pretty easily.
Here are the screenshots, and check out all the previous screenshots if you haven't been on this thread before, then give me some constructive critism/feedback.
Thanks everyone, I couldn't do this without you. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<img src='http://www.planethalflife.com/afterlife/titan6_18.jpg' border='0' alt='user posted image'>
<img src='http://www.planethalflife.com/afterlife/titan6_19.jpg' border='0' alt='user posted image'>
<img src='http://www.planethalflife.com/afterlife/titan6_20.jpg' border='0' alt='user posted image'>
<img src='http://www.planethalflife.com/afterlife/titan6_21.jpg' border='0' alt='user posted image'>
the two rows of 4 pipes on the far wall at the top seem distracting to me, they dont seem to add much being so similarly coloured to the rest of the room and not as intriguing brushes as the frames directly below them
also, the techwall grate texture seems at too small a scale imho
great work samR, can't wait to see what other cool stuff you have in store for us
~:)
I could alter the texture I suppose, but I do kinda like it.
Blue2k, a func whatever?! Well, it's not, they're just plain brushes....!
I then made sprites of garbage and stuff, but the the particle system is playing around. Even though I change the sprite name and what sprite to use in Worldcraft, whenever I load the map, it's still those small little white glow sprites.
Has anyone else had this problem? If so, do you know how to fix it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I was just thinking about your garbage dropper... Could you make 10 or so garbage blocks that travel in a loop back to their start. Say, it drops out of the ceiling chute, onto a conveyour, then into furnace. after it's out of sight, it goes back to start.
What would be really neat (and prolly not worth the effort) would be the floor above this where little bits fell into a compacter, were crushed like a car crusher and then conveyoured off to the first room.
In other news, it boggles my mind how you get the wpoly counts you do. Do those 'w
looking things (anime) touch the walls/ceiling/floor?
My first thoguht, way back when you first started this thread, was "Woah." My second thought was "I'd LOVE to be a skulk or a lerk in this place. It's wonderful! Perfect for eating delicious meatpops!" And then you mentioned that it was going to be marines vs marines.
So when you said that you wanted to make it MvA again, my heart leapt. But over the weeks/months, my view has changed slightly. We will need MvM maps, as well as AvA... and I'm GREATLY looking forewards to those as well. This map is so lovely and stunning and all that, it would be perfect for MvM.
On the other hand, it's so lovely and stunning, I want to play it now. And to make matters worse, MvM and AvA maps won't likely be supported for many more months to come. It'll have to be playtested, models will need to be made so as not to confuse the two teams, all sorts of things like that.
My thought? Continue making it, for the moment, as an MvM map. Get it as good as possible. Save it. Back it up in a safe place. Now, add infestation and hives to the three big rooms you mentioned. Release it as an AvM map. Let the people rejoyce.
Months later, when Flayra asks for maps for MvM, pull out your backed up file, and let the team use it for playtesting. Make it perfect, as good as possible, and it'll be released as an official MvM map... probably also as an official AvM map TOO! The best of both worlds!
What do you think?
There are only a few problems.
1. Marines.
Simply put a red or blue sprite above the marines depending on team.
2. Mines.
Change tripmine color from red to blue depending on team.
3. Structures, change the color of the "health" sprite when you look at a structure.
red and blue once again. This means marines have to go up to eachothers structures
(without turrets) to find out whose it is.
4. Other weapons-
These can be picked up by anyone.
too easy. Sad to see it'll never happen.
Really nice map, btw. Do you have the models you need?
The main difference between making it a MvM to MvA, is that I would have more easily accessable res points for the MvM mode, just to get the game going a bit.
I was thinking of putting a double res (or even a triple) at each Marine spawn, so they could really get a good base going, and it would be a good battle, as opposed to one team gets all the res and has the advantage for the whole game.
Do you mean the models for the garbage working?
I made some garbage boxes and bags in Milkshape, and then animated them, so they fell from above, but then the bloody things flew back up again to where they fell from. I haven't tried the env_shooter way yet, but I'm sure it will work.
In response to MayIPostNow, the NS team won't release a MvM mode without giving it a proper storyline (so it fits in with the NS Universe) and entirely new models for each team and that. They are perfectionists....!
Here is a later pic of that Marine Spawn. The w_polys are on 729, but they don't go ANY higher than that at all.
<img src='http://www.planethalflife.com/afterlife/titan6_23.jpg' border='0' alt='user posted image'>
But one little idea here... The Marine spawn needs to be in a StarWars style trash crusher. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->