The "living" Map
emteg
Join Date: 2003-03-02 Member: 14207Members
<div class="IPBDescription">ideas</div> I'm actually working on a map for ns and i spent some time thinking about things that i could use to make my map "living"
1. Random time triggers. Used in ns_bast: If you stay in the readyroom of ns_bast for a few minutes, you will notice that in regular/random intervalls some smoke puffs out of a wall. (looks a bit strange, because there seems to be no reason for this). Could be used for much other random events (lights, machines...)
2. Hive build triggers. I know, that mappers can enter a target of a hive when it gets built. Could be used for events, wich happen if a hive is built. Example: a gorge comes to eclipse command and builds a hive. If you look around in eclipse command, you see some mats of the bacteria at the ceiling and a bit on the walls (textures). My idea is: When the hive get built, some new mats of bacteria could slowly appear. Easy to make for mappers via func_doors that start in walls/floors/ceilings an slowly move out of them (to become visible). When you return to the hive location after a few minutes, there would be MUCH more bacteria mats all around and the infestation looks more complete.
What do u think about these ideas and do you have your own suggestions?
1. Random time triggers. Used in ns_bast: If you stay in the readyroom of ns_bast for a few minutes, you will notice that in regular/random intervalls some smoke puffs out of a wall. (looks a bit strange, because there seems to be no reason for this). Could be used for much other random events (lights, machines...)
2. Hive build triggers. I know, that mappers can enter a target of a hive when it gets built. Could be used for events, wich happen if a hive is built. Example: a gorge comes to eclipse command and builds a hive. If you look around in eclipse command, you see some mats of the bacteria at the ceiling and a bit on the walls (textures). My idea is: When the hive get built, some new mats of bacteria could slowly appear. Easy to make for mappers via func_doors that start in walls/floors/ceilings an slowly move out of them (to become visible). When you return to the hive location after a few minutes, there would be MUCH more bacteria mats all around and the infestation looks more complete.
What do u think about these ideas and do you have your own suggestions?
Comments
Belg
I like the idea of a damaged door that opens and closes randomly in long intervalls.
That is an absolutely brilliant idea. Just imagine a large marine force on their way to a hive and having to pass through that door just as it shuts. Only a few marines make it past, the rest split from the group. The tactical-ness ( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) of that is just amazing.
and it should not be able for Aliens nor Marines to build a blocking structure (like in Shipping Tunnel in ns_caged) or else the advantage of the door fails
trigger_random entity: just need to enter a target and shortest trigger value(seconds), longest trigger value(seconds).
the only problem i see, is a MAX_MAP_ENTITIES error, so I can start with such details on a nearly completed version of a map.
Now the marines too can hear things that aren't really there. Or are they?
quality maps
fun maps
and *new*new*new* horror-psycho-maps
This is really great. Of course the spawns in such maps need to make each side feel comfortable... but as they move out concrete blocks fall onto their heads squashing them with blood splattering all over the place and screams fill the corridors while steam bursts out of broken pipes and the the alarm seems to shout: 'Turn around! Turn around!'... Then the generator becomes eaten by some skulks and it becomes dark... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
then there is the almost invisible, moving "somethings" you see out of the corner of your eye....
(just imagine, commander tells a marine to go with an attack group, and he the marine is like, no way, its to scary out there I am going to guard base <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
Edit: BTW mouse i love your sig <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
For something really creepy have dimming lights set to a .wav of breathing in a hive room or key area.
Triggerd falling pillars, screching, moving holo skulks/marines, light failure, .wav's of footsteps and opening/closing doors are all great ways of freaking players out! I love it! Make it now!
Actually... I once told my commander that I wont go out of base as there seemed to be fades behind every corner, hehe. Don't remember the map though.
What about changing the athmosphere of a room from gentel lights and friendly light brown colors to all what we mentioned above. flickering lights steam, sounds. Just as an effect of some 'power failure' *g*.
And can someone please post the extract from the guidelines that tells us not to make super-scary maps? Not that some of the most-played maps, like missile_command care about them, but I'd like to read it myself.
i think i will try to putt them in my mapp to....
the light thing woud be fun , even more if you coud choose wher to cut the power , like if you chew thath cable , the lights go awey in ms , and if you bite thath one , the lights go out in some coridor
lets make scary ns mapps !!
There is the chunk of mapping guidline prohibiting scaryness. This means scary or gory maps wont be put into NS officialy, <b>however</b> I could turn the map I am currently making into a scary map, IF enough people wanted that (its not very far along right now).
another thing , do sombody have any souds thath would fit in nicly in this kinda mapp ?
If you made mots of the map like that, it'd be really cool..
There is the chunk of mapping guidline prohibiting scaryness. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
nice quote from the offical guide line. however, you may want to make sure it applies:
1. we were tallking custom maps, and
2. we weren't talking about gore, and
3. the scaryness we were discussing is more in line with the offical guidelines for making OFFICIAL maps, which DO suggest darkness away from human spawn, and noises to confuse and give atmosphere.
<!--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--><b>from the official guidelines</b>:
Make the marine side "dead" and the alien parts "living"; keep the marine side quiet (good for marines to hear the alien growls and squeals) then create a massive fan room and generators that drone out voice communication and <u><b>scare the marines as they get farther away</b></u> . Have little "ambient movement" on the marine side, then have moving fans, malfunctioning elevators and unexpected gusts of steam erupting from pipes as the marines get closer. (<i>underline mine for emphasis</i>)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
In any case, that example clearly shows that you can generate the really "frightening" atmopsheric effects we crave without gore. I mean come on, the marines are supposed to be scared of alien hives, not relocating to them!
Note: I wonder if that elevator voice file is too long for a distress beacon replacement? Hmm, time to find out....<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->