Need some feedback on an idea

BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
I was diggin through my map folder and i noticed that i started an NS map a while ago and i think im gonna breath some new life into it.

Now, i was thinking of doing something different with this one for the marine start.

When you spawn as a marine, your on a big octogonal platform high up in the clouds (think like City of the clouds from The Empire Strikes Back in Star Wards) and to get down, you have to use a big a$$ elevator. This would go down really far to create the illusion that it's high up.

Now, to keep r_speeds down, i though about making the marines go down for a short amount of time, then a trigger_teleport at one point, teleports them in front of the bottom elevator door. To keep things realistic, i'd make the elevator tube pitch black to keep players from seeing the sudden change... and an ambient_generic "Pssssht!" sound to signal the elevator has stopped and the doors are opening.

Is this wishful thinking.. or am i onto something?

Comments

  • Ph34r-NephronPh34r-Nephron Join Date: 2002-05-22 Member: 659Members
    you could make the elevator a short ride, just make it when your inside the elevator that the outside looks like your going really fast <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Sounds cool, but I wonder if a "Cloud City" type of setting would fit in well with the game. I can't imagine riding down a pitch black elevator for a minute would be very exciting either.

    You might get lots of "Oooh!'s and Ahh!'s" on these forums from a cloud city type theme, but I doubt you'd have any chance at getting it included as an official map. Seems like it'd be way too bright/cheery/fluffy if you ask me. It really wouldn't fit in with what is intended for the level design in the game.

    It appears that perhaps you're only planning on doing this at the very beginning of the level, but still... I wouldn't suggest it. Just my opinion, take it for that.



    <!--EDIT|ken20banks|May 24 2002,23:37-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--BlackPanther+May 25 2002,00:24--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (BlackPanther @ May 25 2002,00:24)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Now, to keep r_speeds down, i though about making the marines go down for a short amount of time, then a trigger_teleport at one point, teleports them in front of the bottom elevator door.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I wouldn't plan on that working unless NS gets a Spirit of Half-Life base which allows trigger_teleports with landmark entities. Otherwise you'd have a bit of a mess on your hands. Also, the height difference could be real hell for commander mode.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I was only taking the cloud city as an example.
    When your on the landing pad, you're really high up because transports can't go down due to high winds and stuff.
    And it wouldn't be a long ride. At the speed it would go down, it would seem like just a few seconds.

    As for the height thing, its no biggy. When the players go through the teleport, i can make them appear anywhere else i want. And yes i'm only planning this to offer something different for a spawn point.

    -][Ph34r][- Nephron: A few light fixtures that are turned into func_trains going real fast on the side of the elevator shaft is a good idea to promote the idea of a really fast elevator. Thanks for the suggestion! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Again I say, without Spirit support, you're asking for trouble with the teleport idea. Even if you make a crapload if little tiny trigger_teleports, when the players go down through that and hit them all at the same time, you're going to have a hell of a time ensuring that no two players occupy the same space. Even if you can create it in such a way so this doesn't happen (which IS possible, though when real players come into play much less likely to function), the number of entities involved could be fatal.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    mmmmm, telefragalicious
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Well, like the man said, you don't have to have teleports - the illusion of speed could be created with lights.  However, you'd have to block out the ceiling with some non-seethru brush to keep them from looking up and figuring it out... maybe you could texture it to look like a really long elevator shaft!  If it were dark enough, it could work.

    As for not fitting in the environment... imagine taking an elevator down through the atmosphere, then underground into a subterranean base/mine/whatever.  I think it could definitely work.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I was talking to Flayra about a dropship map i was working on, basically the marines spawned in a ship which remained stationary. The sky was converted to a 256 texture and boxed around the dropship which was visible through the windows. The box was a func train which moved slowly up to simulate dropping, the horizon would rise along with rumbles creaks sirens etc and eventually would land with a bump. The doors would open (because the dropship was not actually moving) and you'd enter the level
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    <!--QuoteBegin--coil+May 25 2002,05:40--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ May 25 2002,05:40)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->As for not fitting in the environment... imagine taking an elevator down through the atmosphere, then underground into a subterranean base/mine/whatever.  I think it could definitely work.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yeap.Thats the general idea.
    I agree that the teleporter idea now seems too complicated, so i though more about it and came up with this:

    You spawn on the platform, go to the elevator, go down, 2 big ### doors block the elevator shaft (to prevent anyone jumping down and ruin the effect) go down a bit through a func_illusionnary that makes the top of the elevator shaft pitch black (so you can't see the 2 big doors), the elevator makes you go into a "medium" section where you see light fixtures swign by real fast, after a few seconds, the elevator goes down again next to the bottom door.
    Of course, the elevator then has to be a func_train since it has 2 stops.

    Has for creating the illusion that it's high up, well all around the landing platform will be sky brushes with my custom sky i created (just clouds, no land) and a few ambient_generic sounds of high altitude winds. When you reach the bottom, the hallway's ceiling are actually really near the sky brush.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i think it could #### people off having to go down the elevator everytime they died and respawned, that might just be me though.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Marines don't respawn at the Marine Start... they respawn wherever the Infantry Portal is built.  I think.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--coil+May 26 2002,12:40--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ May 26 2002,12:40)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Marines don't respawn at the Marine Start... they respawn wherever the Infantry Portal is built.  I think.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yep, very correct.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    so the drop pad (or whatever) is only used once? Unless it's IN the map?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--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-->so the drop pad (or whatever) is only used once? Unless it's IN the map?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Eh?

    The concept of Infantry Portals is explained somewhere in the General Forum (way back)... but basically, the inital infoteamstart spawns are only used at the very beginning of the game (for the marines). After the game starts, all other respawning is done by means of the infantry portal: a pod thing placed by the commander.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    That's about the sum of it.  Spawn once at the marine start, then it's infantry gates all the way.

    S.T.C.
  • Ph34r-NephronPh34r-Nephron Join Date: 2002-05-22 Member: 659Members
    Hey thanks man, I really hope to see some screenies soon  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> This will be a cool map. Also you could get ideas from the city in the clouds from star wars. Like that big vetilation shaft  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->  just an idea.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    The idea of making them spawn on the landing pad was with the idea of making them spawn there only once... cuz yes it would get annoying to see them go down a big ### elevator all the time! eheh

    I've also made a custom dropship model made after the dropship from the ALIENS movie.. so yeah it looks bad ### for now! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Careful it's not *too* similar, or it won't be allowed in the official release (I'd wager) - we don't want Fox shutting the mod down.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Well when i look at all the other maps being made... mine as 0% chance of getting official.I'm just not a good enough mapper for it to become official.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    ok, very sorry to bring back an old topic of mine, but i needed it back! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Anyway, i decided to simply the design.
    Instead of the marine start, the landing pad is going to be the lobby... where when you join the server, you choose which side you want on.

    There will be 2 elevators.
    Going to one of them, will put you on the corresponding team.

    Now i've made the basic shape of the landing pad (big octogonal pad, with a dropship model i've made up... its cool, but youll have to wait for the screenies, it's not skinned yet) but i need a custom texture for the floor of the pad.
    Something with yellow warning stripes and that kinda thing.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Here is a rough sketch in 5 minutes in PSP! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • virusvirus Join Date: 2002-04-01 Member: 370Members
    looks nice so far, wanna see some shots of it <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo-->
    But i think you need at least 2 more portals oder Elevators, because atm theres no way to go autoteam or in Spectatormode.
    Maybe autoteam if you jump off that landing pad <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I though about that to.;)

    You simply go out of the dropship and go to the big ### antenna array model i've also made to go to specator mode.

    As for auto-team... well.. hmmm
    I dunno seriously.!
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    or a ventalation fan! Jump into a shaft and get diced up by the fan to auto team!
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    sounds cool, but it'd give the aliens a bit of a head start, also

    <!--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-->This would go down really far to create the illusion that it's high up.
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    if you go down really far, isnt the top really high? so wheres the illusion?  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    lol @ fan thingy bout auto-team, its a nice idea though, give it a shot........
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmmm, you need all four team joins, and make sure the elevators dont go down too far, and can fir a lot of people. im also worried that people hwo join 1st will hop in the elevators and ride em down leaving other people behind to wait until it comes up, or blocking the doors, etc. make sure you think fully of the implications of this design before you get too attached to it.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I've made a rough first draft of the map with HL textures.
    The elevators are pretty big. They can fit up to 10 poeple without any problem.
    I've also added doors coming from the side of the elevator to close it off, to prevent poeple from jumping to their deaths.

    When you get on the elevator, you go down like 1 floor, and the elevator door closes. Then i made a func_train that moves lights on the side from slow to REALLY fast to create the illusion that its going down far, and then you join the team.
    The whole thing takes about 15 seconds, max.
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