Marine Infiltration Eminent
PRIMER
Join Date: 2003-03-17 Member: 14634Members
<div class="IPBDescription">Tell me I am wrong for doing this.</div> I doesn't say anything against this, but I think I am going to make a map, that has a natural look to it. As if marines are breaking into some alien environment. Meaning, there is more of an alien presence.
The only room that will have a marine aura to it, will be the ship, which is at the edge of a cave. Or maybe an open map, with a sky, and marines have to leave a ground base.
Personally, it scares the **** out of me when there aren't man made structures around.
The one thought that really tickles my fancy is this: ns_pluto or ns_<something cold>
There is a base, and marines can run outside, or go down into the caverns. Outside it is frosty. Underneath, it is wall to wall alien infestation.
The lights for the ground or ceiling will be similar to those alien lights from HL that if you touch them, they cripple up; some cripple some don't. Now, I would have ceiling lights so that is it not completely, but I think I might include some of those lights that cripple and turn off in long hallways...where it is not critical to siege.
Once I go into production, I might need some serious help. I do not want all the stress to be serverside. I am hoping to have very few entities client/server side. The base will look marinish, but basic...like most would. Snow is very simple. And I would probably stick to a select few alien textures. Would it be best if I just made my own wad file? How would this work for performance?
- Open for comments, suggestions, and such -
PS: SS's late into May hopefully.
The only room that will have a marine aura to it, will be the ship, which is at the edge of a cave. Or maybe an open map, with a sky, and marines have to leave a ground base.
Personally, it scares the **** out of me when there aren't man made structures around.
The one thought that really tickles my fancy is this: ns_pluto or ns_<something cold>
There is a base, and marines can run outside, or go down into the caverns. Outside it is frosty. Underneath, it is wall to wall alien infestation.
The lights for the ground or ceiling will be similar to those alien lights from HL that if you touch them, they cripple up; some cripple some don't. Now, I would have ceiling lights so that is it not completely, but I think I might include some of those lights that cripple and turn off in long hallways...where it is not critical to siege.
Once I go into production, I might need some serious help. I do not want all the stress to be serverside. I am hoping to have very few entities client/server side. The base will look marinish, but basic...like most would. Snow is very simple. And I would probably stick to a select few alien textures. Would it be best if I just made my own wad file? How would this work for performance?
- Open for comments, suggestions, and such -
PS: SS's late into May hopefully.
Comments
There will be an elevator of some sort. As you go down, snow turns into alien walls. Expect something very cool with the elevator.
RE: Ice
yes, I hope to have ice and breakable walls. I am thinking I might protect the tops of the hives with some 200 HP spikes. That way JPers just can go taking control so easily.
Frigid water...fear the water and the caverns
Fair enough, but to get the organic feel you're probably going to end up with big poly counts and you'll need new textures. Also, I'd be worried about highly repetative environments, but that shouldn't be a problem if you've got a big enough imagination.
<!--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--> The only room that will have a marine aura to it, will be the ship, which is at the edge of a cave. Or maybe an open map, with a sky, and marines have to leave a ground base.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That first idea is okay, but the open sky isn't so good - it's been discussed to death here, so do a search in the archives for those -however the basic gist is 1. the Half-Life engine is not meant for open spaces, and 2. Lerks and jetpackers hitting the skybox is way lame.
<!--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-->Now, I would have ceiling lights so that is it not completely, but I think I might include some of those lights that cripple and turn off in long hallways...where it is not critical to siege.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Turning lights on-off on presence might be interesting (I'm considering a couple of things like that on my map), but consistency of gameplay has to be considered. How would you make them "cripple up", btw - would you be using a model? If so lighting would probably be entity based bound to a presence entity, which is adverse to your statement....
<!--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--> I am hoping to have very few entities client/server side<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just some thoughts. Good luck.
I think the most present texture will be the snow (low poly). For underground, I will use an alien-mask. One that gives you that feel like that alien moss on the walls. So it won't be a full texture. You think that is still high-poly?
<!--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-->Turning lights on-off on presence might be interesting (I'm considering a couple of things like that on my map), but consistency of gameplay has to be considered. How would you make them "cripple up", btw - would you be using a model? If so lighting would probably be entity based bound to a presence entity, which is adverse to your statement....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
2 types of lights. 1) model based with a "presensce entity" 2) texture based normal lighting effects
I'm no mapper..that's the only thing I can come up with <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> sorry