Ns_titan6
SamR
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.
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.
Comments
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'>
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?
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!
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.
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-->
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-->
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-->
Thanks again for the feedback, I'll have some more screenshots for you soon.
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-->
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.
<b>Edit:</b> May we see a layout? That might get people to give you more ideas for uses for the control room.
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.
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'>
im doing the same in my current map that is yet to be revealed >) very sexy.
Ego
Just wondering, how will the medical bays work? Will they just be rooms which hold medpacks, or like the HL SP medical "wall machines"?
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.
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.
-GF
What about skulks using leap to get to the vent?
-GF
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.
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!