Ns_desolate

LitoLito Join Date: 2003-09-04 Member: 20560Members
edited March 2004 in Mapping Forum
<span style='font-size:22pt;line-height:100%'><span style='color:yellow'><span style='font-family:Impact'>NS_DESOLATE</span></span></span>

<span style='color:white'>To: Marine 41156.11 - Class AAB - Echo - Echo Company - Solitarious System
Routing: 100123.12.687 - Node 22803.74.10 - Node 000022.10.8
From: Brigadier General Ratowski</span>

<span style='font-size:12pt;line-height:100%'><span style='color:orange'><span style='font-family:Impact'>Mission Briefing - OPERATION LIGHTBRINGER</span><span style='font-size:10pt;line-height:100%'> - Recorded at 14:30 - To Be Distributed to all Active Units of Echo - Echo Company, Echo - Sierra Company - Designation 455AC2</span></span></span>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:14pt;line-height:100%'><span style='color:red'><span style='font-family:Impact'>CLASSIFIED</span><span style='font-size:8pt;line-height:100%'>

Failure to comply with T.S.A. doctrine subsection 12 re: Disclosure and Disposal of Classified Documents, will be subject to review by a military tribunal.</span></span></span>

<span style='color:green'><span style='font-size:8pt;line-height:100%'>Soldier -

Six days ago, at 04:27 Standard Galactic Time, Border Station Merras' sent out an automated emergency call. The report appended to the call indicated that a massive power spike had fried the primary power grid, and the reactor failsafe had cut in. Four hours later, at 08:41, a maintenance crew had brought the primary grid back online, and the reactor was operating at 60% capacity.

Three days later, at 17:03, a second power spike, this one more then twice as strong as the first, knocked out the secondary grid as well. The reactor failsafe system malfunctioned, and a core breach flooded Subdecks two through fifteen with over 6,000 REMs of radiation. Roughly fifteen minutes later, an emergency distress call went out. This call repeated itself for three hours, until it was unexpectedly terminated. Shortly after, all contact with Merras has been lost. Automatic diagnostics indicate that the atmosphere inside is breathable, and has sustained no loss of pressure. However, other key components, most specifically the docking electronics, have sustained critical damage.

Our techs have managed to piece the transmissions together, and have determined there to have been a hostile takeover on the station. Echo Company is currently the closest operational T.S.A. unit to Merras. Your deployment will commence at 18:00 hours today. Operational area once aboard the station is as follows:

Echo - Echo will be operating on the Maintenance Deck (Deck Zero) through Deck Two.

Echo - Sierra will be operating on Decks Three through Five.

You objectives are to dock with the station, then assess and neutralize the situation. If you locate survivors or hostages, you are to evacuate them to safety. Your company will be aboard the Mark IV Horizon-class destroyers <i>Citaker</i> and <i>Xerdan</i> Your potentiality stream will bring you as far as possible: to the outskirts of the Omicron-Tau - Forty-Two system, where you will travel at sub-light speeds for seventy-three days, until reaching the station.

The Nanogrid auto-diagnostics indicate that it is operating at roughly 60% capacity. The system computer indicates with 92.233% accuracy that the Nanogrid will have the station prepared for your arrival within fifty days.

We've taken liberties to keep you up to date on the situation as needed. Attached to this file is a software package we require all units to install to their Active Combat, Command, and Communication System. During your time spent in transit, you will receive periodic updates concerning the station's systems, updated intelligence, and the situation of the Nanogrid.

Good luck marine, and Godspeed.
</span></span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

<b>Attachment: Operation Lightbringer - Dynamic Operative Update System:</b>

<span style='font-size:14pt;line-height:100%'><span style='color:red'><span style='font-family:Impact'>CLASSIFIED</span><span style='font-size:8pt;line-height:100%'>

Failure to comply with T.S.A. doctrine subsection 12 re: Disclosure and Disposal of Classified Documents, will be subject to review by a military tribunal.</span></span></span>

<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
<span style='font-size:12pt;line-height:100%'><span style='color:cyan'><span style='font-family:Geneva'><b>Welcome to the UNS Merras!</b></span></span></span>

Welcome to Border Station U.N.S. Merras, one of five similar stations and the farthest habitable area humankind has ever established! As part of the Merras, you will see sights that almost no one has ever seen before! You will participate in exciting operations as you yourself help shape history!

Commissioned fifteen years ago, the Merras currently maintains a relatively stationary position almost 200 light-years (Over 1,892,105,600,000,000 kilometers!) outside of the edges of the Teluras supernova. See these magnificent phenomena up close, and by helping us study it, you're helping all of mankind!

Merras is proud to feature an up-to-date Mark IVX Nanogrid. The Nanogrid features over six thousand improvements over the Mark XIII Nanogrid, including the ability to run even after all other systems have failed. The smart centralized supercomputer gives Merras a technical edge over even older dedicated scientific vessels.

Merras consists of 20 decks. Deck Zero, or the Maintenance Deck, is off-limits to all non-authorized personnel, at all times. There are five decks above Deck Zero that are open to everyone. Below Deck Zero, there are fifteen levels of Subdecks. The Subdecks house all our equipment, our scientific staff and monitors, the engine housings, and the primary Nanotech Supercomputer.

<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:9pt;line-height:100%'><span style='color:gray'>This is an information pamphlet that was distributed by the corporation solely in charge of the operation of that station. Really, Merras sits in the middle of nowhere. There is absolutely nothing around for hundreds of light-years, besides the supernova. And I mean nothing. We're lucky to get the potentiality stream out as far as we can. Unless you can tap into the station's communication boost system, your signals will be too weak to reach the next nearest station. There is no room for error. If you fail, there will be no one to come to your aid. Success is the only option.</span></span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b><span style='font-size:12pt;line-height:100%'><span style='color:orange'><span style='font-family:Courier'>UNS Merras - Technical Specification Document</b></span></span></span>
<ul><span style='font-size:9pt;line-height:100%'><span style='font-family:courier'>
<span style='color:white'>•</span> <span style='color:orange'>Operational Launch Area - </span><span style='color:red'>97% Operational</span>
<span style='color:white'>•</span> <span style='color:orange'>Master Nanite Control System - Station Layout, Blueprints, Subsystem Documentation - </span><span style='color:red'>10% Operational</span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span>
<span style='color:white'>•</span> <span style='color:orange'> - </span><span style='color:red'><b>Unknown - Node Offline</b></span></span></span>


</li></ul><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

This map is currently being developed solely by Uranium - 235, with support from the Lunixmonster community.
«1

Comments

  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    <img src='http://uranium235.thezazi.net/ns_desolate/2-22-04/MainHall.jpg' border='0' alt='user posted image' />

    Here, I'm showcasing the main hallway that connects all the readyroom segments together. This is roughly half the readyroom. The other half will feature the 'Spectate' area, and the rooms where you spawn in.

    <img src='http://uranium235.thezazi.net/ns_desolate/2-22-04/RandomTeam.jpg' border='0' alt='user posted image' />

    'Random Team' area.

    <img src='http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinAlien.jpg' border='0' alt='user posted image' />

    'Join Aliens' area, from a different angle this time. Notice the retextured walls, massively reduced w_polys, and slightly tweaked lighting. Also, Kharaa is now spelled correctly.

    <img src='http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinAlien2.jpg' border='0' alt='user posted image' />

    Second shot, showing off my Skulk Musculoskelatal system poster <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <img src='http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinMarine1.jpg' border='0' alt='user posted image' />

    Outside the 'Join Marines' area, showcasing my recruiting poster. Notice how I've increased readability of the scrolling sign.

    <img src='http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinMarine2.jpg' border='0' alt='user posted image' />

    Finally, a new angle on the 'Join Marines' interior. Very little has changed in here, except for the new scrolling propoganda to bring focus to the center of the room. Also, I'm using custom LMG models, so they're sorta screwed up. Don't worry, they look fine with stock NS models.

    Note that the steam particles will not be there in the future. I made that particle system and liked it, so I'm saving it for later use.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    <img src='http://uranium235.thezazi.net/ns_desolate/2-24-04/2ndHall.jpg' border='0' alt='user posted image' />

    First, here's the second hallway, with the spawn areas branching off to the sides, and the 'Observe Match' area straight ahead.

    <img src='http://uranium235.thezazi.net/ns_desolate/2-24-04/Observe.jpg' border='0' alt='user posted image' />

    The 'Observe Match' area. Looks a bit too much like Nancy for my tastes, but hey, it's a cliche cockpit: center console, chairs, and windows...

    <img src='http://uranium235.thezazi.net/ns_desolate/2-24-04/Spawn1.jpg' border='0' alt='user posted image' />

    Spawn area 1.

    <img src='http://uranium235.thezazi.net/ns_desolate/2-24-04/Spawn2.jpg' border='0' alt='user posted image' />

    Spawn area 2.

    <span style='color:red'><b>95% complete with the readyroom!</b></span>
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    The readyroom is good, but can it compete with the giant cheese of ns_metal!? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    The e_poly on some screens just scared me... over 10000?? It's nice to see the w_poly is below 400-500, but you also have to think about the e_poly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    The e-Polys are so high because I'm using BrigWolf's LMG models. With stock NS models it's around 6-8k. Still high, but this is the readyroom, and since there are no player weapons, no buildings, etc, it's fine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    The lighting of the map matches the colours of your post. Seriously, by adding John Travolta we could have an Academy Award winning film on our hands.
    I suppose the architecture is passable, but SWEET JESUS tone down that lighting. Less intensity, less colour.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Architechture is sorta 'meh', but I've seen much worse. I don't know what Tequila is talking about with the lighting... tequilla, some of the shots are lit with a bright light, some aren't. I think it's an alarm light. Or are you talking about something else?
  • FailSafeFailSafe Join Date: 2004-03-02 Member: 27040Members, Constellation
    I like the overall use of textures and things of that sort, and the architecture is fairly good, but for the love of sweet Jesus, tone down the purple lighting. Just turn off the red or the blue, but please don't mix your colors this time, and stay away from the purple. I love the looks of the rest of the ready room though, it's very creative, but if I were you (the following is a personal preference), I would make things a little curvier and add a little more eye-candy to the area. This looks like a pretty good map so far, so keep up the good work.

    Sorry if I seem a little harsh, but I'm just giving my opinion, and my opinion can be safley disregarded <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .

    P.S. I suggest changing the lights.rad in NS, so that the red texlight looks uhmm...red <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-EEK+Mar 2 2004, 05:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Mar 2 2004, 05:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Architechture is sorta 'meh', but I've seen much worse. I don't know what Tequila is talking about with the lighting... tequilla, some of the shots are lit with a bright light, some aren't. I think it's an alarm light. Or are you talking about something else? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, hmm, let's see. What <i>am</i> I babbling on about? <b>Oh yeah!</b> The fact that a single corridor is lit with blue, red, purple, green and yellow lights. My God, it hurts my retina <i>so</i> much.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    I have to agree with tequila.
    Lovely mapping, but the lighting <b>in some screens</b> seems a tad nostalgic of the old 70's disco era.

    Try and decrease the amount of colours in one corridor.
    It just seems to dissolve all the atmosphere that you have achieved through the texture placment etc.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Those purpley shots look inspired by Halo...people who have played it will know which bit I'm talking of...give it a bit more curve and we've got ourselves a covenant ship...nice detail in the back story...
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    looks nice, the lightning isnt that good tho
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    But as long as the random team portal is styled after yours truly, this map remains the best map EVAR. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    People complained about the lighting (I really don't blame them. Lighting is hard to get right to please everyone) so I answered! Two new screens featuring the ice-blue lighting.

    Note that the steam particles, again, most likely will not make it into the final cut.

    <img src='http://uranium235.thezazi.net/ns_desolate/3-3-04/MainHall.jpg' border='0' alt='user posted image' />
    <img src='http://uranium235.thezazi.net/ns_desolate/3-3-04/2ndHall.jpg' border='0' alt='user posted image' />
  • vinnyrulez270vinnyrulez270 Join Date: 2002-11-11 Member: 8235Members
    man ........... thats looks good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    finaly a map with a janitors closet! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    you should put like a set of armor near the guns like a helmet up top witha chest piece and some boots below
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Woah. That blue lighting made a MASSIVE improvement. Just sorta 'tone down' the marine area a bit, and I think it'd be perfect!

    Undoubtably the BEST readyroom I've <b>ever</b> seen (Yes, better then co_core... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->)
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    oo a skulk in the tube...
    things in tubes amuse me, like the ones in co_poseidon
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    That skulk in the tube just inspired me. I think in my map I'm gonna have a room called Prototype Lab with some custom models sitting "in stasis," similar to that skulk in the tube. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Bump? Have anything new?

    And you're right, that cockpit area is very nancy-esque, except the chairs in nancy were sexier, though yours have neatocool HUDs.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    MUCH better. See, sensible lighting isn't <i>that</i> hard.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Congratulations.
    the mood and atmosphere has been increased alot more!
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Two shots of the WIP marine spawn...

    <img src='http://Uranium235.thezazi.net/ns_desolate/3-13-04/MarineSpawn1.jpg' border='0' alt='user posted image' />
    <img src='http://Uranium235.thezazi.net/ns_desolate/3-13-04/MarineSpawn2.jpg' border='0' alt='user posted image' />
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    With better lighting! Helped that I replaced the door, the light from the nebula makes it cheerier in there.

    <img src='http://Uranium235.thezazi.net/ns_desolate/3-14-04/MarineSpawn1.jpg' border='0' alt='user posted image' />
    <img src='http://Uranium235.thezazi.net/ns_desolate/3-14-04/MarineSpawn2.jpg' border='0' alt='user posted image' />
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    BTW This map will support detail textures! I've got my own brushed metal in effect as an experiment... :o

    <img src='http://uranium235.thezazi.net/detailtexture.jpg' border='0' alt='user posted image' />
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Some experimenting <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    <img src='http://uranium235.thezazi.net/DetailVs.jpg' border='0' alt='user posted image' />
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Looks pretty good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Marine start and Corridors remind me of Kestrel, for some reason.
    Probaly the green tones.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Yay, detail textures!
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    I've created a detail texture for almost every main texture I'm using in my map! Here there are in action. Every texture in here (aside from the lockers, bench, doors, and janitor closet) has a matching detail.

    <img src='http://uranium235.thezazi.net/DetailVs2.jpg' border='0' alt='user posted image' />
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