<!--QuoteBegin--ElectricSheep+May 24 2003, 11:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElectricSheep @ May 24 2003, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not all maps are dspaceships i mean in Tanith dont u see all these signs that say High Altitude Chemical Reseacrh FAcility? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Orbiting a planet is high-altitude, my man. Plus I remember people suggesting many map ideas based on terrestrial facilities, but others informing them that they probably wouldn't be included since these locations didn't fit the NS storyline
If I remember right, the "not included beacuse it doesn't fit" stuff was talking about large open, "outdoor" spaces... Besides the difficulty of working out gameplay, and that open outdoor spaces don't work well at all for aliens, you'd have to come up with ezplainations for things that don't really require explainations in a more indoors environment.
It honestly doesn't matter if it's spaceships or underground facilities... it's all small twisting tunnels, mutliple rooms with many exits, and an overall dark, spooky environment. If you got that, then you got NS. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin---NegaBenji-+May 24 2003, 11:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-NegaBenji- @ May 24 2003, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ElectricSheep+May 24 2003, 11:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElectricSheep @ May 24 2003, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not all maps are dspaceships i mean in Tanith dont u see all these signs that say High Altitude Chemical Reseacrh FAcility? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Orbiting a planet is high-altitude, my man. Plus I remember people suggesting many map ideas based on terrestrial facilities, but others informing them that they probably wouldn't be included since these locations didn't fit the NS storyline <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Thanks i never knew that but it makes sense now that i think about it.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Eclipse is also set on the surface of a planet. There's no rule saying that NS levels need to be set in spacecraft, and to do otherwise is certainly not breaking the style of NS, as Hera and Eclipse so excellently show.
Ns_mineshaft, which is a map currently included in 1.1 is also set on a planet, in a mining facility.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin--Nemesis Zero+May 24 2003, 04:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 24 2003, 04:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mineshaft is also looking better than UT2K3 maps, but you already knew that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Oh but of course. It am teh love.
A good way to do this is to have a ship that has crashed or something. I plan on making a map with an entire slanty section, dead hallways, flickering lights etc. On the outside, show some rocks, cliffs, jungles even.
You can pretty much do whatever you want as long as it is good and atmospheric.
Ok I just read the manual again, and it turns out I'm talking crap. But some people definitely *did* say that a terrestrial map wouldn't fit in, and I'm not talking about wide open spaces. Better turn this thread into something constructive...
<!--QuoteBegin--//KEm1KaL\\+May 24 2003, 11:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (//KEm1KaL\\ @ May 24 2003, 11:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good way to do this is to have a ship that has crashed or something. I plan on making a map with an entire slanty section, dead hallways, flickering lights etc. On the outside, show some rocks, cliffs, jungles even.
You can pretty much do whatever you want as long as it is good and atmospheric.
Which is why I love cilrais so much. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well even though outdoor sections are basically a no-no, I thought it would be really cool to feature a map with a hive located in a bio-research section. You could have a few tree-like structures, and vegetation brushes on the floor. It would be great for stalking lone marines who've decided to run into the hive, and it would definitely up the fear levels for the TSA when they have to run into a hive room where they can't see everywhere at once. Of course I'm not a mapper <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Funny that u mention it. NS_Origin , which is a map included in 1.1 , already features a biodome hive. I looks awsome , with some spiffy new plants , looking like mushrooms. <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21224&hl=ns_origin' target='_blank'>Here</a> 's a link to a preview thread with a small video and a few screenshots. You should definatly check the 5th page and look at the reworked boidome .
<!--QuoteBegin--Paladin+May 24 2003, 12:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paladin @ May 24 2003, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Funny that u mention it. NS_Origin , which is a map included in 1.1 , already features a biodome hive. I looks awsome , with some spiffy new plants , looking like mushrooms. <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21224&hl=ns_origin' target='_blank'>Here</a> 's a link to a preview thread with a small video and a few screenshots. You should definatly check the 5th page and look at the reworked boidome . <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well that's kinda what I was thinking of, but definitely more plantlife. Most hives in the game are open, flat and bare rooms meaning you can generally see everything in the room at any one time. I'd like a lot of plant brushes to be used as camouflage, so that a marine standing in the room is surrounded by clumps of tall grass - any one of which could be concealing an approaching skulk. A little Jurassic Park mixed in with the Aliens influence, if you like. I'd just like each hive in the map to have its own tactical advantages, making each of them a good starting hive with their own style of defense, and requiring the marines to take a different approach when attacking each
Hmm, if I had mad mapper skills I'd make a NS map with a biodome or two. Nice organized rows of tall plants that obscure vision, some overhead beams, a large ventilation system connecting to nearly every part of the map, active air fans, and switches for those fans.
<!--QuoteBegin--PetitMorte+May 24 2003, 11:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PetitMorte @ May 24 2003, 11:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It honestly doesn't matter if it's spaceships or underground facilities... it's all small twisting tunnels, mutliple rooms with many exits, and an overall dark, spooky environment. If you got that, then you got NS. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I've seen cathedrals like that. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<!--QuoteBegin--Paladin+May 24 2003, 12:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paladin @ May 24 2003, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Funny that u mention it. NS_Origin , which is a map included in 1.1 , already features a biodome hive. I looks awsome , with some spiffy new plants , looking like mushrooms. <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21224&hl=ns_origin' target='_blank'>Here</a> 's a link to a preview thread with a small video and a few screenshots. You should definatly check the 5th page and look at the reworked boidome . <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The latest Biodome looks even better than either of those.
Also Nancy and Bast are the only 2 spaceship maps Nothing is on a spacestation, Eclipse, Hera, and Tanith are set on planets.
The only block on setting i saw when reading (altho may have missed stuff) was no out door stuff due to the skybox. they didnt want skulls running accross the sky or lerks flying into it. altho if you could put a window (biodom) or some thing to stop them reaching the sky then it proberly make a good map as long as it fits <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> maby a chopper flying over a shaft leading to the out side world but if u try to go past its blades dice u you up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> lol. i tryed addin sky to my map but takes alot of working out to make sure it wont obstruct the Comms build space. Cause i put a sheet of glass between the sky and room below and comm would end up building on the glass where on one could reach lol. probery was doing some thing wrong but its a possiblity
<!--QuoteBegin--RabidWeasel+May 24 2003, 07:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ May 24 2003, 07:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Isn't there some kind of 'transparent to comm' tag you can add to surfaces?
I would really like to see a block of flats or skyscraper as an NS map, it would be totally different to any others but it could be great fun. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think the reason the comm can see from above is because he's outside the map, so he can see through the reverse side of all the ceiling surfaces. If there were a 'transparent to comm' option we wouldn't have all the problems we seem to get at the moment (eclipse hive, anyone?).
Although you can see through the floor in the hera spawn, so I'm not sure
One thing that struck me about not using terrestrial maps conflicting with NS is that terrestrial or terran basically means earth, and in the NS storyline the alien infestation is at the outer reaches of colanised/known space still. (correct me if i'm wrong)
As for transparancy, the pipes in the generator hive in ns_caged are translucent and if a com tries to place somthing on them, he can't as he is just placing on the floor below. There are numerous places that are like this (On caged, there's gen, freight elevator access, pumping station 02, 02883 hub access, ventelation hive and probably more) I don't know if a true transparancy (invisible) entity can be made but for the com there are entities that don't obstruct building stuff here.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Objects can be made into func_seethrough entities and can be set so that either normal players or the comm cannot see it. And to stop the comm building on things you put a func_nobuild entity (I think) on the area.
The 'no ground facilities' you think you heard is almost certainly the cry called out when someone suggests an outside map. Basically an NS map can be anywhere as long as there is plenty of structure to create atmosphere and tension. Open area's create horrible problems for skulks and if they are too large webs cant be used to down jp'ers. About the largest open area a good mapper can get away with is Refinery hive (and it is done very well). An excellent example of how not to design a map would be castlewars.
On the subject of skyscrapers and other facilities I had an idea a little while back for space station map which relied on centrefugal forces to create gravity, so the closer you were to the hub the lower gravity became.. I stopped when I was told that model rotation and local gravity areas where not currently possible. I was concered about the comms' view of the map but it appears that this is up to the mapper. In my case it was suggested the comms view could be in the centre section and with carefull planning all the areas could be accessable. In the case of a tall building the comm could be moving vertically up the side of the building (perhaps at a 20deg angle)
Attached is a horribly poor image showing the two methods, blue is map, red is coms view.
<!--QuoteBegin--hunter_hunted+May 25 2003, 04:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hunter_hunted @ May 25 2003, 04:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One thing that struck me about not using terrestrial maps conflicting with NS is that terrestrial or terran basically means earth, and in the NS storyline the alien infestation is at the outer reaches of colanised/known space still. (correct me if i'm wrong)
As for transparancy, the pipes in the generator hive in ns_caged are translucent and if a com tries to place somthing on them, he can't as he is just placing on the floor below. There are numerous places that are like this (On caged, there's gen, freight elevator access, pumping station 02, 02883 hub access, ventelation hive and probably more) I don't know if a true transparancy (invisible) entity can be made but for the com there are entities that don't obstruct building stuff here. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well 'terra' classically means ground - and this planet was the only ground people could conceive of walking on at the time. But it basically makes the distinction of being on solid ground as opposed to underwater, or in the air (or space). I think all the planetary bases are colonies or outposts in this region of space. Of course, the Khaara might take some tips from Starship Troopers and start firing bacterial meteors towards earth :o
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
And the official answer:
According to the NS backstory so far, the Kharaa have only been encountered in the Ariadne arm, on the edge of colonized space. Primary infestations have occured on deep-space vessels in the area, and secondary infestations - occuring on space stations and some ground-based facilities - have resulted from these infested ships docking with the installation in question. These involve either a "dead" ship coming in on autopilot, or kharaa bacteria remaining dormant on the vessel until after the ship has reached its destination. Whether or not the bacteria knowingly remains dormant (or is even capable of such complex foresight) is unknown.
The one key is that these ships and installations are ALL on the outer reaches of explored space. Ships entering known space encounter traffic and are generally found to be infested, thus installations in more populated area have so far been avoided.
Maps that have been called not official likely (1) include outdoor areas, which do not fit with NS's atmospheric nature, or (2) are set in populated areas or too far into known space (e.g. within our own solar system, on Earth, or in a well-populated city).
Well there might be at least 1 more spaceship in the near future. As much as I liked making nancy, and enjoyed it, the next map in line is looking even spiffier and will hopefully make it in whatever comes after 1.1.
Comments
Orbiting a planet is high-altitude, my man. Plus I remember people suggesting many map ideas based on terrestrial facilities, but others informing them that they probably wouldn't be included since these locations didn't fit the NS storyline
It honestly doesn't matter if it's spaceships or underground facilities... it's all small twisting tunnels, mutliple rooms with many exits, and an overall dark, spooky environment. If you got that, then you got NS. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Orbiting a planet is high-altitude, my man. Plus I remember people suggesting many map ideas based on terrestrial facilities, but others informing them that they probably wouldn't be included since these locations didn't fit the NS storyline <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks i never knew that but it makes sense now that i think about it.
Ns_mineshaft, which is a map currently included in 1.1 is also set on a planet, in a mining facility.
Oh but of course. It am teh love.
You can pretty much do whatever you want as long as it is good and atmospheric.
Which is why I love cilrais so much.
Uh... so which map has the best skybox?
You can pretty much do whatever you want as long as it is good and atmospheric.
Which is why I love cilrais so much. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well even though outdoor sections are basically a no-no, I thought it would be really cool to feature a map with a hive located in a bio-research section. You could have a few tree-like structures, and vegetation brushes on the floor. It would be great for stalking lone marines who've decided to run into the hive, and it would definitely up the fear levels for the TSA when they have to run into a hive room where they can't see everywhere at once. Of course I'm not a mapper <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
NS_Origin , which is a map included in 1.1 , already features a biodome hive.
I looks awsome , with some spiffy new plants , looking like mushrooms.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21224&hl=ns_origin' target='_blank'>Here</a> 's a link to a preview thread with a small video and a few screenshots. You should definatly check the 5th page and look at the reworked boidome .
NS_Origin , which is a map included in 1.1 , already features a biodome hive.
I looks awsome , with some spiffy new plants , looking like mushrooms.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21224&hl=ns_origin' target='_blank'>Here</a> 's a link to a preview thread with a small video and a few screenshots. You should definatly check the 5th page and look at the reworked boidome . <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well that's kinda what I was thinking of, but definitely more plantlife. Most hives in the game are open, flat and bare rooms meaning you can generally see everything in the room at any one time. I'd like a lot of plant brushes to be used as camouflage, so that a marine standing in the room is surrounded by clumps of tall grass - any one of which could be concealing an approaching skulk. A little Jurassic Park mixed in with the Aliens influence, if you like. I'd just like each hive in the map to have its own tactical advantages, making each of them a good starting hive with their own style of defense, and requiring the marines to take a different approach when attacking each
I think I'll go get some lessons on mapping.
It honestly doesn't matter if it's spaceships or underground facilities... it's all small twisting tunnels, mutliple rooms with many exits, and an overall dark, spooky environment. If you got that, then you got NS. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I've seen cathedrals like that. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
NS_Origin , which is a map included in 1.1 , already features a biodome hive.
I looks awsome , with some spiffy new plants , looking like mushrooms.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21224&hl=ns_origin' target='_blank'>Here</a> 's a link to a preview thread with a small video and a few screenshots. You should definatly check the 5th page and look at the reworked boidome . <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The latest Biodome looks even better than either of those.
Also Nancy and Bast are the only 2 spaceship maps
Nothing is on a spacestation, Eclipse, Hera, and Tanith are set on planets.
I would really like to see a block of flats or skyscraper as an NS map, it would be totally different to any others but it could be great fun.
I would really like to see a block of flats or skyscraper as an NS map, it would be totally different to any others but it could be great fun. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think the reason the comm can see from above is because he's outside the map, so he can see through the reverse side of all the ceiling surfaces. If there were a 'transparent to comm' option we wouldn't have all the problems we seem to get at the moment (eclipse hive, anyone?).
Although you can see through the floor in the hera spawn, so I'm not sure
As for transparancy, the pipes in the generator hive in ns_caged are translucent and if a com tries to place somthing on them, he can't as he is just placing on the floor below. There are numerous places that are like this (On caged, there's gen, freight elevator access, pumping station 02, 02883 hub access, ventelation hive and probably more) I don't know if a true transparancy (invisible) entity can be made but for the com there are entities that don't obstruct building stuff here.
Many ways to do this (ns_europa, ns_tanith, ns_nothing for example)
On the subject of skyscrapers and other facilities I had an idea a little while back for space station map which relied on centrefugal forces to create gravity, so the closer you were to the hub the lower gravity became.. I stopped when I was told that model rotation and local gravity areas where not currently possible. I was concered about the comms' view of the map but it appears that this is up to the mapper. In my case it was suggested the comms view could be in the centre section and with carefull planning all the areas could be accessable. In the case of a tall building the comm could be moving vertically up the side of the building (perhaps at a 20deg angle)
Attached is a horribly poor image showing the two methods, blue is map, red is coms view.
As for transparancy, the pipes in the generator hive in ns_caged are translucent and if a com tries to place somthing on them, he can't as he is just placing on the floor below. There are numerous places that are like this (On caged, there's gen, freight elevator access, pumping station 02, 02883 hub access, ventelation hive and probably more) I don't know if a true transparancy (invisible) entity can be made but for the com there are entities that don't obstruct building stuff here. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well 'terra' classically means ground - and this planet was the only ground people could conceive of walking on at the time. But it basically makes the distinction of being on solid ground as opposed to underwater, or in the air (or space). I think all the planetary bases are colonies or outposts in this region of space. Of course, the Khaara might take some tips from Starship Troopers and start firing bacterial meteors towards earth :o
According to the NS backstory so far, the Kharaa have only been encountered in the Ariadne arm, on the edge of colonized space. Primary infestations have occured on deep-space vessels in the area, and secondary infestations - occuring on space stations and some ground-based facilities - have resulted from these infested ships docking with the installation in question. These involve either a "dead" ship coming in on autopilot, or kharaa bacteria remaining dormant on the vessel until after the ship has reached its destination. Whether or not the bacteria knowingly remains dormant (or is even capable of such complex foresight) is unknown.
The one key is that these ships and installations are ALL on the outer reaches of explored space. Ships entering known space encounter traffic and are generally found to be infested, thus installations in more populated area have so far been avoided.
Maps that have been called not official likely (1) include outdoor areas, which do not fit with NS's atmospheric nature, or (2) are set in populated areas or too far into known space (e.g. within our own solar system, on Earth, or in a well-populated city).
Hope that clears things up. (: