Hang On Lads I've Got An Idea!

eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
<div class="IPBDescription">or 'He aint heavy, he's just rimward'!</div> I had this idea for a map, I thought I'd like to do one, it'll probably never be finished and if it ever is it probably wont be good enough to release, hold on - I'll get back on track.

My idea was a fairly generic orbiting space station - nothing special there so far... but what I wanted to do was one of those centrifugal gravity space stations kind of like this:-
[]....................[]
[][]-----o-----[][]
[]....................[]

Where [] is the map playing area -- is the linking corridors between the two sides and 'o' is the hub
the ... is just there to fill space. I know the diagram is crude but stay with me.

What I wanted to do is have the hubward decks on a lower gravity than the rimward decks (as it would be but slightly exagerated) and the hub area would be zero g. Now this is were it gets really tricky, as the players cross to the opposite side of the space station through the hub could the gravity be reversed AND the players turned or rotated so they didn't all end up standing on their heads?

Is any of this possible or am I mad? (oh and any comments along the lines of 'you could do this but it's stupid' are also welcome)

Comments

  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    do not know of any way to "rotate" player models. also func gravity does not work yet on this beta of NS.

    good concept though.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    it's a damn shame, too. Imagine welding a power generator, disabling the onboard artificial gravity? or having an airlock room with lower grav? that would own.
  • porpporp Join Date: 2002-11-06 Member: 7445Members
    edited January 2003
    Fantastic idea. Someone do it. I'll volunteer make the soundtrack for this map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    (Is this possible, actually? Can you specify custom mp3s to play for your own map? I dont know how FMOD has been integrated into NS. I imagine it should be easily possible.)
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    you can rotate players ingame but it requires a teleporter to work.
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    really? i didnt think that was possible at all :O would be interested to see this.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    all good news, but after a few hours sleep I've suddenly realised a horrible mistake. Where would I put the commander view? Seems obvious now that even if I could rotate the players 180' the command would then be building on the ceiling from his/her perspective.

    So a revised plan:-
    [].......|.............[]
    [][]----|/o-----[][]
    [].......|.............[]

    so | is the commanders plane of view and / is the blocked passage(s)so that players cant get to the other half of the station. This way the hub is still there as are the varying levels with their different gravities. Much care would have to be taken so that the different levels were not obstructing one another but this should be possible (if the func_gravity is fixed by 1.1)

    The only other option I see is to fix the commanders view at say 45' to the playing area but this doesn't seem right - or possible for NS.

    I'm going to read some more map tutorials and do a lot more map sketches, then I'm ging to start mapping and wait for the gravity funtion to be sorted out. Expect to see this map... eventually.

    btw. if a skilled mapper feels like taking on this project please let me know!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    Now this is a crappy pic of a cylindric rotating (babylon 5 like) space station.

    Gravity and the definition of "down" needs to be radial.
    comm view then needs to be a line (the red dot) in the center. one scroll axix changed into a rotation around this axix. -> comm always looks down like the gravity. (yellow arrows)
    The strength of gravity needs to be relative to the central point wich has 0-gravity.

    -> when you jump you have less gravity.

    too bad its not possible <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Yes, quite correct. Love the pic too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> Can you have the comm's veiw as a dot rather than plane? I've not got that far with the tutorials yet but if I can stick with plan A that would be great.
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    how obvious is it to the player that he's been teleported? (by a mapper's tele, not movement chambers or phase gates.)

    could you have a 2 corridors connected by a pait of teleporters?


    _hall______|/ |*|_____hall__

    |/ is a airlock, with a floor that angles up. (though not That steeply)
    |*| is an airlock with a flat floor

    The airlocks are actually teleporter rooms. When you walk out of them, the floor would look bent.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    Fairly obvious. When you teleport, your view is set to a single direction (which is defined in the trigger_teleport). If you were to walk straight into the teleporter facing EXACTLY the right direction, then it's transparent. If you're facing a different direction (or worse, walk in backwards), though, it's really obvious, and somewhat disorienting.
    Not to mention the problem of lighting -- the two rooms would have to be lit IDENTICALLY, which would be difficult to do (I think). With the way HL calculates lights, I'm thinking there would be a slight difference that would be all too obvious when your view instantly changes.
    So, pretty much, teleporters are nothing more than a gimmick, and are very difficult to work into an actual map :\
  • Faded_TigerFaded_Tiger Join Date: 2003-01-25 Member: 12713Members
    It's from crazy ideas and many minds working on them that inovations are made....

    My crazy idea is taking Ollj's picture and selling it to a gallery for a huge sum of money.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Oh. My. God.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I've had this idea for a while, and worked out the same method that TomCerul has there, i was thinking of having some kind of a teleporter between both ends with would be enclosed in an airlock where both the doors had to be closed at some point so no-one (except the comm) would realise the trick involved...

    ... however I had to give up the idea once i considered the problem of siege <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    OK, so giving up on it being seemless - for now - you have the two sides physically seperated (by a convenient decompressed area) but with a teleporter at(or near) the hub to send you to the other side? Three teleport rooms - one at each end and one near the hub and how about a transport shuttle that turns you round with a teleport before you get to the other side? This could work if the shuttle window shutters closed leaving the occupents in pitch black for a few moments of the journey - unless they used flashlights I guess, or if the shuttle had no windows and the lights went out before the door opened on the other side? There has to be a way...
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--eaglec+Jan 24 2003, 09:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Jan 24 2003, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hang On Lads I've Got An Idea!, or 'He aint heavy, he's just rimward'!
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    you were only meant to weld the bloody doors off!
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    <b>DanDaMan -</b> actually I think we are ok about gravity - either using the teleport and 2 seperate area's idea or by rotating the player and setting the gravity in the 'top' part of the map to minus numbers. The problem is what is the best way of accomplishing this, to be honest I am kind of err'ing toward the broken space station where only one side is accessible except by teleport/elevator/shuttle methods.
    <b>Ollj -</b> I can see how this would work with the elevator but with ladders the player would need some indication of when up has become down otherwise they'll all end up stuck in the center of the zero g section going up until gravity reverses and then going up through the hub again until gravity reverses again etc etc etc <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    <b>me -</b> Thinking about the teleport rooms idea, isn't it just the fronteersmen that have teleport technology? If so this would have to be a tsa r&d center I guess if it contains such devices.
    I am actually now thinking of having just one half of the station accessable, this ascii diagram is rotated 90 deg so gravity pulls things from 1 to 4.

    12=3==0===4

    0 is the hub; gravity = 0
    1 is the comms plane of view
    2 is death for anyone who falls down from the hub; gravity = -800ish
    3 is where the corridor goes pitch black; gravity = -500ish
    4 is the main station area; gravity ranges from 200 to 1200ish

    This would give all the novelty without the technical nightmare of player rotation. I may put a door on the hub to the depresurised area that has a big warning on it (so that someone opens it) when they do it could trigger a rush of air to suck them through the door and to their death obviously this would have to be nerfed a bit so it only actually killed the stupid, slow, surprised or distracted!

    So has anyone seen Camp Freddy?
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    the problem with this is that it would take a lot of codding into the game, and i not knowing about coding, i don't even know if it is possible then. HL has a preset down. It's along the y-axis. Gravity can be changed to be higher or lower, but it can't be angled in a different direction. Also, there still is the problem of rotating players. Apparently u can do this a bit with teleporters, but i have a feeling that all of the engine physics would still use the default "down" meaning that grenades, gibs, anything falling would look really wierd.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    okay just one more pic for the crappy gallery...
    its how to make a solid connection bewteen the 2 parts, you can pass through. (at the low end of the pic are all the hallt and rooms , this is just the connection)

    juts just a long vertical hall, could contain ladders or an elevator (elevator is difficult in many ways).
    the top of the long hall and everything above (hub section) must be pitch black.
    Because whats above this section just exists for you after teleporting.
    the gravity depending on height makes it less confusing that its pitch black and that you get teleportet.

    there could be windows in the lower sections that look in space above, and you could see a fake-dublicate of the top section from there (if viewdistance allows this).

    an elevator has the following conditions.
    there must be more than one "logical" elevator, one elevator will just be overflowed.
    each logical elevator must be 2 map-elevators (one for each map part) . when one elevator part goes up its dublicate on the other side goes down.
    the elevators need to pause in the hub section, for teleport lag and such.
    the elevators need high ceeling to prevent telefragging.
    elevator sections must have func nobuilds. (try to teleport buildings).
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