Breaking Stuff And Infestation

humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
edited August 2003 in Mapping Forum
<div class="IPBDescription">your methods?</div> One thing that I always thought there wasn't enough of in official NS maps is just plain broken stuff and some inventive use of infestation to show that the kharaa have significantly altered the environment. So far i've implemented the following things I hope will help with this:

-Pipes with a '{scratch' decal on them and steam billowing out, perhaps suggesting a fade slashed them open to release hot/wet steam.

-another set of pipes, this time the pipes are bent and broken somewhere near the ceiling, spraying down liquid into pools of standing water bounded by brushes of infestation (think kiddie pools made by gorges to catch and hold water)

-Broken lights swaying from attached electrical cords (func_pendulum and env_sparks work great here)

-More '{scratch' decals on computer equipment and the like also in tandem with env_sparks and also indicative of fade or skulk mischief.

-In an area that is supposed to be 'locked down', kharaa(gorges) have attached infestation on the walls and strung a series of metals bars held together with webbing between the walls and under a door to stop the door from closing and locking down. So the door tries to shut but hits the pillar in its way and goes back up and tries again.

-Theres also the standard use of the {alien textures.

-I'll post pictures of these various things when I get home.

I certainly don't claim to have invented these methods or am I going to care if you use them yourself, and I was hoping you would share some of your ideas of things you have implemented or things you would like to see.

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Good infestation is the key to hives. I don't much go in for piles of infestation goo, but prefer to build a map "clean" and then insert a hive, infesting the area and breaking things in the process. My method seems to work, but there are plenty others. Just try this if you're stuck for infestation ideas one day.
  • Sir_RobinSir_Robin Join Date: 2003-05-26 Member: 16724Members
    edited August 2003
    what bout some bones and sculls of the previous occupants of the colony/spaceship stashed away in dark corners?

    + bloody handprints on doors, tipped cheers, tables, grear spred around, remains of temp. barricades to hold out the khraa, y know... like thay have been suddely attacked by vicous bloodthursty aliens...

    i saw the "bloody-fingerprint-on-elevator-button" once i map, but can't remember wich one.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    edited August 2003
    Sir Robin: <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Avoid_Terror_and_Gore' target='_blank'>http://www.natural-selection.org/Mapping_G...Terror_and_Gore</a>

    And here are some pictures of what I was describing.
    <img src='http://www.umich.edu/~jadega/temp0000.jpg' border='0' alt='user posted image'>
    <img src='http://www.umich.edu/~jadega/temp0001.jpg' border='0' alt='user posted image'>
    <img src='http://www.umich.edu/~jadega/temp0002.jpg' border='0' alt='user posted image'>
    <img src='http://www.umich.edu/~jadega/temp0003.jpg' border='0' alt='user posted image'>
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    I like that idea with the pipe blocking the door but it needs more bacteria on the walls imho.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    cool, someone who is into this also.

    One thing I would like to see is a metal floor with a resource node on it. The floor is entirely pulled up and ripped apart (so the node is hanging in midair sort of). Then underneath where the node used to be, have huge columns of white particles spraying everywhere, ie a ruptured resource vein.,,
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    One of the keys to making a good map is just plain ol' immersion. "What's different between this place and the place over there?" . "What kind of epic battles probably occured here when they first took over this area ?"

    Things like that. I love the swinging lights. As well as the broken pipes and I love the banged up flooring.
    These things are a must in anymap, and are the difference between an ok map and a great map.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    I dont frequent this forum enough, but im glad i came in, Excellent work! I somewhat agree with Sir Robin on the broken baricade and turned over chair ideas, but i also had an idea of my own.

    emergency lights. Remember in half life, the section with all the grunts and turrets setup, right before the first appareance of the Osprey? the fire doors from there has those wicked rotating emergency lights. those in red along "Escape pod" corridor may add a bit of additional ambiance.
  • Sir_RobinSir_Robin Join Date: 2003-05-26 Member: 16724Members
    yeah, ejected escape pods, some alerts and beeps, like the sound in the ns_bast rr.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Nice thoughts, but look at where the doors in the old official maps went to lower entity counts and you'll know why there is so few cool stuff <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    Flayra should just set a building limit of 200 for each team. No servers would crash and mappers would have much more free entities to make the maps as athmospheric and unique as they should be.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    So thats why all the doors where taken out, i miss crushing people with doors as com.
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    I'm glad someone is finally trying to add depth to their map (Yes eBnar, i'm going on about this again, shuush.). This I feel is something that's missing from most of the NS maps currently floating around, there's no sense to their layout or the damage that has occured.

    Keep it up.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    @nerd:
    the doors were taken out, thats right. but in some cases its senseless. what entity information does a door has got? the points that create a face, the texture alignment, the hl specific flags for the entity.
    I dont believe that it is worth removing lets say 2 doors and so changing gameplay in some areas.
    example light: eclipse - the 2 doors between cc and ec. no doors and you really feel that something is missing. shure, gorges could block the door and cause some annoying soundoverruns... but as marine you always had to think twice if you wanted to pass. you never know whats behind a closed door...
    example hardcore: tanith - the doors round the gen hive. because they removed it this hive is sowhat hard to defend. even the welder door has been removed but I think a massive wall would be much better here.

    so add stuff as you like. Im kinda hardcore worldarchitecture - creator so I have some entities "free" for amazing stuff like decals, entities that feature seethrough textures, a few doors and elevators... and other eyecandy.

    btw: I love water in alien areas. you will see this soon ^^
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Lt.Gravity+Aug 29 2003, 07:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Aug 29 2003, 07:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> @nerd:
    the doors were taken out, thats right. but in some cases its senseless. what entity information does a door has got? the points that create a face, the texture alignment, the hl specific flags for the entity.
    I dont believe that it is worth removing lets say 2 doors and so changing gameplay in some areas.
    example light: eclipse - the 2 doors between cc and ec. no doors and you really feel that something is missing. shure, gorges could block the door and cause some annoying soundoverruns... but as marine you always had to think twice if you wanted to pass. you never know whats behind a closed door...
    example hardcore: tanith - the doors round the gen hive. because they removed it this hive is sowhat hard to defend. even the welder door has been removed but I think a massive wall would be much better here.

    so add stuff as you like. Im kinda hardcore worldarchitecture - creator so I have some entities "free" for amazing stuff like decals, entities that feature seethrough textures, a few doors and elevators... and other eyecandy.

    btw: I love water in alien areas. you will see this soon ^^ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's so true, I know many times I'll open a door and quickly run away, "whoops, not that door!" ha ha,

    ~ DarkATi
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