A Map Request
JusticeBlade
Join Date: 2002-12-23 Member: 11440Members
<div class="IPBDescription">I have a dream!</div> Try do the art of the map (ignore r_speeds and entities) and after done making it as cool as hell work backwards and take out stuff to make it workable. Hey all you skilled mappers and such out here! I would love to see a dark and very moody (I mean little or no light) map of a ruined space station.
To put my idea in perspective think nancy and hera had a child map. Then that child was ripped to shreds and basically torn and broken. Now without thinking I am a twisted sadistic freak try and envision it. There would be a lot of SKY textures of space and stars to look at from windows and ripped up room/walls plus lots of sparks and ripped up wires.
It would have to "look" big to be able to give that sort of overwhelming feeling of destruction and darkness. Lots of screens menus, maybe as the only sources of light in the room, maybe even flashing or dimming lights that would make it look like the room was “breathing”.
Another neat thing I thought up was what if you had a trigger that if a marine walked on/by he heard a .wav of the skulk foot steps and vise versa for aliens. It would be pretty creepy. Well thanks for listening to my ideas <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->!
To put my idea in perspective think nancy and hera had a child map. Then that child was ripped to shreds and basically torn and broken. Now without thinking I am a twisted sadistic freak try and envision it. There would be a lot of SKY textures of space and stars to look at from windows and ripped up room/walls plus lots of sparks and ripped up wires.
It would have to "look" big to be able to give that sort of overwhelming feeling of destruction and darkness. Lots of screens menus, maybe as the only sources of light in the room, maybe even flashing or dimming lights that would make it look like the room was “breathing”.
Another neat thing I thought up was what if you had a trigger that if a marine walked on/by he heard a .wav of the skulk foot steps and vise versa for aliens. It would be pretty creepy. Well thanks for listening to my ideas <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->!
Comments
/ rushes off to put it in my map
2) Uh, I don't think we really need a fake sound-environment to confuse and irritate players.
What I meant was go with it to the point of your vision and then "if" you have to, fix things to make it workable.
Why eat something raw when you can cook and add spices to it?
It is 2 times bigger than the average of oficial maps. Playable alpha version (just to look around) coming soon.
Right now im working on solutions for not to get lost or waste too much time in finding the way too action:
- 3 levels with different overall ambient, and path design.
- The minimap is customized and shows theese 3 levels in its 3 different main colors (and some more info not to get lost).
- each room is REALLY UNIQUE.
- Doors with shortcurts get openable by trigger (events, weldables, time...)
- The location name includes a "position code" eg "Storage Hall <b>LSE</b>" means "<b>L</b>ower level <b>S</b>outh-<b>E</b>ast". A Marine just needs 3 letters to say its exact position!
- Each "room" has just 3 paths going from it, each path has a Holograpic sign wich shows wich Room, closest-Hive and closest Level (elevator) this way leads too -> easy to find your way to the yelling teammate.
- Instead of a web-like labyrinth it contains more parrallel paths (combining the same 2 rooms) or one path has 2 levels seeing each other.
My map is basic right now and ill include more and more (optimized) detail to it, till I reach every limit!!
Most oficial maps had problems with max_map_planes , XP, solved this problem and the only limit now is max_map_patches (wich XP solved a bit too)
now, if i would compile my map like the oficial maps were compiled, i would have:
Plane limit at 130%
Patches limit at 150%
With XP`s great tools this limits are pushed down to:
Plane limit 20% (!!!)
Patches limit 80%
And it has almost no inner detail (terminals, room objects) right now.
The lightdata maximum gets increased from 4mb to 6mb very soon.
-> <b>your dream of more detailed, realistic and atmospheric levels WILL come true soon because the tools used for the oficial maps are out of date.</b>
The only limits are r_speeds, entity-count and basic mapping rules.