Ns_titan6

SamRSamR Join Date: 2002-09-30 Member: 1382Members
<div class="IPBDescription">New screenshots</div> I tried searching for my old thread, but it kept on saying it couldn't find the page and being buggy whenever I tried, so here is a new thread. Sorry.

Ok, some screenshots of a part I have just developed. I listened to what people had to say on here, and someone mentioned that they'd like a way for parts of the map to be totally cut off at certain stages in the game, altering the direction the teams would have to take. So here we go (this is a Marine Vs Marine map):

Each team has a Control Centre not too far away from their spawn, someone also mentioned that they were fed up that the control rooms in NS actually control squat, not this one. This one has a sewage control desk, whereby, you can press the button, and the sewage level goes up/down. The sewage is hazardous chemical waste, so if you step in it, you're going to loose your toes.

The sewage system goes around the outskirts of the map, and is one of the main routes, however, when the sewage level is raised, you can't get through it, unless you have a jetpack.

This forces both teams (which are both Marine) to seek alternative routes around the map. If one team is lacking defense at the sewer entrances near their base, they can raise the sewage level. The button resets after about 5 minutes, so the sewage level can be lowered again.

Check out the screenshot here, the arrow on the sewage gage at the back actually moves up and down slowly, depending on what level the sewage is at. Each team can have a team member in the control room, and can tell what the other team are doing by looking at the sewage gage.

<img src='http://www.planethalflife.com/afterlife/titan6_27.JPG' border='0' alt='user posted image'>

Here is a screenshot of the sewer with the sewage level down:

<img src='http://www.planethalflife.com/afterlife/titan6_28.JPG' border='0' alt='user posted image'>

And here it is with the sewage level up. The red lights turn on, when the sewage level starts to rise, so people can quickly jump onto the ladders if they are down there.

<img src='http://www.planethalflife.com/afterlife/titan6_26.JPG' border='0' alt='user posted image'>

These parts have only just been made, so they aren't quite up to the high quality standard visually, but I just wanted to share my creation with you so far. The control room will have some more obvious signs showing that the gage at the back is for sewage control. I hope to put some more interactive controls in each control room too.

I think it would be awesome to play a game, where each team would have a commander, and a person who would use the control room for the team.

For more screenshots of this level, do a search on this forum for 'ns_titan6' or go to my URL which is part of my signature.
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Comments

  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Here are two more screenshots of another area I developed called the Atom Tunnel. I want the map to have a feeling of colossal size and epic battles, so I am trying to make areas which are very large and overwhelming. Check out the mechanics coming down from the ceiling in the middle, there is some mist around that and drips (using the particle system), though you can't quite see that from these bad JPGs. I think the JPG may have made it darker, so you may have to switch your lights out/close the curtains to see it properly.

    This part also isn't quite finished yet.

    <img src='http://www.planethalflife.com/afterlife/titan6_29.JPG' border='0' alt='user posted image'>

    <img src='http://www.planethalflife.com/afterlife/titan6_30.JPG' border='0' alt='user posted image'>

    <img src='http://www.planethalflife.com/afterlife/titan6_31.JPG' border='0' alt='user posted image'>
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    edited February 2003
    Wow, nice idea! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Will the commander be able to control it (<i>edit: it = sewer level button</i>) from his overhead view? He can already mess with lifts and doors by clicking on them, so wouldn't he also be able to control the sewer level as well?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    While dark, I do think that the Atom Tunnel there is just awesome. Vrey creative design, from what I can see.

    The "light" patterns on the walls in the first batch are really great, too. Gives it a nice atmoshpere. The concept of the sewer area is nice, as well.

    Keep it up, it looks great!
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--Sycophant+Feb 17 2003, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sycophant @ Feb 17 2003, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Will the commander be able to control it (<i>edit: it = sewer level button</i>) from his overhead view? He can already mess with lifts and doors by clicking on them, so wouldn't he also be able to control the sewer level as well? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I thought about this, but I think it would make things too easy for each team. I wanted it so that the control room would be an important place for each team. If the commander could just do it all, there may aswell be no control room...

    Another reason why I want it to be specific to the two control rooms is that I want to put more things into the level that can be altered. This will make the control room a essential place for at least one person to go to and take. It would be a major vantage point, and both teams would have to battle for each of the control rooms (there will be two - one for each team), so if one team took control of BOTH the control rooms, they would be at an advantage since they can control the routes that are accessible, thus altering the gameplay of the map considerably.

    With all this going on, the commander would have to be a good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As for the Atom tunnel, thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I originally made a huge DropShip, but didn't like it, then dismantled it and turned it into that tunnel. The flooring is made from the Wings, and I have just tesselated them throughout the tunnel, and the mechanical structure was the lift mechanism where the troops came out of the dropship.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I thought about this, but I think it would make things too easy for each team. I wanted it so that the control room would be an important place for each team. If the commander could just do it all, there may aswell be no control room...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, I was questioning it because it seemed strongly implied that you wanted a marine to control it. My question was an attempt to raise awareness of the fact that the commander may have already been able to control it from his console, which would negate the "marine controller" idea.

    I just read my first post, and my question (misleadingly) seems to have been "will the commander be able to control it instead of a marine?", instead of "the commander might be able to control it himself.... but should he?". <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    What exactly does those weird "arms" do? bend the room?
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited February 2003
    Ha! Bend the room, lol.

    No, they're vital supports for the tunnel which upholsters the entire ship. I suppose.

    Well, the main cause of putting them there is to make the area look desolate and uncared for. The reason for them being there is not apparent, but in the past, they may have been part of something bigger - there may have been more to it than just those 'arms.' This mod is set way off in the future, who knows what strange room bending contraptions they may have.

    I'll leave it up to the players imagination for why they are there. Does there really have to be a reason for them being there? The room works aesthetically, and the performance (r_speeds) still work fine, which is what counts.

    It's a valid point you make, but the structure is just a product of my creativity... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i do loev the sewer thing idea, and the atom pics do look really nice. I liek the atmosphere it does create. good work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Reminds me of the steam logo <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Very seksay, of course like I say to most, keep it up <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Thanks guys. If anyone has any ideas for more features that could be controlled from the control room, post it here. I want to have more controllable parts of the level, that will effect which routes the players take.

    Thanks again for the feedback, I'll have some more screenshots for you soon.
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    edited February 2003
    Refreshing idea's <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Design looks very good as well.

    Other things that could be controlled would be the most obvious ones... Switching on power generators that enable powered doors (or airlocks), trains, lights, etc. Maybe a part of the level where oxygen must be pumped or otherwise you would suffocate?

    But for the marine vs. marine part... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited February 2003
    <!--QuoteBegin--Orcrist+Feb 18 2003, 01:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Orcrist @ Feb 18 2003, 01:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But for the marine vs. marine part...  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Marine Vs Marine isn't actually an active gameplay mode at the moment, it won't work no matter how hard you try because it hasn't been coded.

    But it is going to be coded in, and will be a new gameplay mode. Flayra has said this himself a while ago, and he also confirmed this in the radio interview with him a short while back.

    Like it or not, it's going to happen <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I'm just making a map for it in advance.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    very cool looking.
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    Everything looking very nice! The Atom Tunnel reminds me of a scrapyard for AT-AT (or AT-ST, whatever) legs.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Sweet, DAMN sweet. I LOVE the sewer control idea, more NS maps need cool stuff like that. And the atom tunnels just look amazing, I hope this map is coming out soon 'cause I WANT it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    edited February 2003
    All of it looks totally awesome SamR! Keep up the great work! Unfortunately, I don't have any ideas for more controllable things.

    <b>Edit:</b> May we see a layout? That might get people to give you more ideas for uses for the control room.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    I don't actually have a layout plan. I made one originally for Titan 6, and even though I did stick to it, I ended up scrapping parts and redoing it. I should have listened to KungFuSquirrel... he told me not to bother with a plan <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I have a rough layout of whole the map will work, which I will post up in a moment, it will just take me a minute to draw it.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited February 2003
    Ok, here is the plan. It's VERY VERY VERY basic, the map isn't this simple, it's just the three basic routes to and from each base. The Blue Route will have a func_weldable button outside the base, so the other team would have to go there and weld it for a while to get in. I was thinking of putting up sentries, that can only be disabled by destroying a generator or something outside the doors, but I don't want to limit the gameplay to be the same everygame, so I may just leave it for the teams to decide what they build.

    I also plan to put 2 medical bays in the map somewhere, where minimal amounts of health can be obtained, but not too much.

    The sewers go round the top right area of the map, the red route. When the sewage is raised, you can't go that way without jetpacks.

    There are many places where you have to weld things to get bridges to activate, and stuff like that already.

    The layout hasn't actually been completed like this in Worldcraft, only around a third - half of it has been made, so it can be changed, and there will be links between the routes, so you can change routes at certain parts.

    Well, here's the plan, remember that it is a very basic plan to show you the 3 routes, and this map isn't in proportion, the bases are quite far apart.

    Red line: Route A
    Blue line: Route B
    Green line: Route C
    Yellow Room (M): Marine Bases
    Purple Room ©: Control Rooms

    <img src='http://www.planethalflife.com/afterlife/plan.jpg' border='0' alt='user posted image'>
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Great job! i like the mood of the map, great screenshots =)
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    i like the idea of something else to defend than just a hive or a few rez nodes.


    im doing the same in my current map that is yet to be revealed >) very sexy.


    Ego
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Oh man, the only thing I don't like about this map is that I won't be able to play it till Flayra gets M vs M in.

    Just wondering, how will the medical bays work? Will they just be rooms which hold medpacks, or like the HL SP medical "wall machines"?
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Using a button as to control the sewage level means that the commander will be able to trigger it.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    yeah.. but you could block it from the commanders view if this was a problem.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    edited February 2003
    Looks very cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    About controllable stuff I have an idea: Make somewhere in the middle of the map a middle-sized room. It could have two nodes on a quite small higher platform. When commander or marine pushes a button, the wall of the room start squeezing in and everyone/everything in the room destroys, except anything that is on the higher platform. This would create an area which is extremely important to marines(two res nodes) but which can't be defended with turrets(because they destroy when the walls squeeze in). So Marines would have to defend the room manually to keep the nodes safe. Of course make the higher platform so small that you can't possibly fit a turret factory there, only Few marines could stand on top of the res nodes. Place could be called something like "Mineral trasher"(somehow explains the res nodes and walls closing in). How do you feel about this idea? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Also howabout a, hmmm, whats that thing that slides on and there are those in factories and you can put stuff on it, like a long mat(you can guess english isn't my primary language <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ), well anyway, howabout one of those and it would move so fast that you couldn't go it in to wrong direction, and it would go inside walls so it would be kind of one-way-only-passage. Maybe Marines could change the direction where its moving from a different controle panel.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    <!--QuoteBegin--*Dread*+Feb 18 2003, 02:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (*Dread* @ Feb 18 2003, 02:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When commander or marine pushes a button, the wall of the room start squeezing in and everyone/everything in the room destroys, except anything that is on the higher platform.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't know if this will destroy structures. You'd have to check on that. Or you could simply make the room one big func_nobuild and be done with it.
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    As I always say, I can't tell if a map is good or bad until It's finished and I can see <b>final</b> screenshots or just play it. But it's going really good, and much better than a lot I've seen.

    -GF
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    You just gave me a great idea for my map! A trash compactor just like in star wars <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Would be almost identical to the star wars one (vent in wall, fall down hole etc) and would be a quick route to a hive or something. If someone got into the control room and pressed the big red button however, the doors would seal and the walls would begin to move inwards and only lerks and JP marines could get out (walls are slippery, so skulks can't climb out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    <!--QuoteBegin--The Real Quasar+Feb 18 2003, 06:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Feb 18 2003, 06:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You just gave me a great idea for my map! A trash compactor just like in star wars <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Would be almost identical to the star wars one (vent in wall, fall down hole etc) and would be a quick route to a hive or something. If someone got into the control room and pressed the big red button however, the doors would seal and the walls would begin to move inwards and only lerks and JP marines could get out (walls are slippery, so skulks can't climb out <!--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><span class='postcolor'> <!--QuoteEEnd-->
    What about skulks using leap to get to the vent?

    -GF
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited February 2003
    Hmmm, all these crushing functions, I'm not sure about. They seem a bit gimmicky/deathmatchy, like the original Quake DM levels where they had those crushers and traps.

    I have got some other nice ideas for the control rooms, and other various parts too, you'll have to wait and see for those though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Revenant, as for the commander being able to push the button. That can easily be fixed, I'm sure there is a flag or something that can prevent the comm from using it. Otherwise, there are probably other ways.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    <!--QuoteBegin--Gordon+Feb 19 2003, 02:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gordon @ Feb 19 2003, 02:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    What about skulks using leap to get to the vent?

    -GF <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Dont forget blink!
    Yes, hive 2 aliens will have an advantage, but they have that anyway!
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