Co_cargohold

Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
edited March 2004 in Mapping Forum
<div class="IPBDescription">NS map that I might actually finish</div> I've been working on quite a few NS maps that I've either dropped, lost, or cut up so that I could past sections in another map. Anyway, here's a few screenshots of what I've finished so far.

From what I can tell, it's probably on the "a little too damn big" side, but of all the CO maps I've played on (as marines) I have the most trouble on the really small maps. So, this map is more of an experiment than anything else. But, one that can be sized down later if needed. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

EDIT: Almost forgot to mention but, the ready room will probably have a ?mandatory join team? aspect to it. For example, either after a certain amount of time, I?ve set it to suck all the ready room campers into a the ?join random team? brush, but will probably opt for another method: Having a button available to the commander (on NS maps) that?ll trigger ready room, or one in the middle of the CO map with a REALLY long timer. Dunno, just an idea right now.



<img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0000.jpg' border='0' alt='user posted image' />

<img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0008.jpg' border='0' alt='user posted image' />
<img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0011.jpg' border='0' alt='user posted image' />
<img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0013.jpg' border='0' alt='user posted image' />
<img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0014.jpg' border='0' alt='user posted image' />
<img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0015.jpg' border='0' alt='user posted image' />

Comments

  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    Nice ! on the 4 pic though, try making somthing intresting out of thath flr, like maybe add some grates and a pipe or annything, cuz it look a bit pale atm
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    I was actually kind of shooting for the "empty" feeling to that room (though there's some stuff missing in the screenshot). Though, while it looks empty, the marines will basically be walking right over a fairly big vent network that should allow for some nasty "surprise!" attacks. Though, it could use some pipes. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> To bad QuArK hates them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Here's an image that shows part of the alien vents

    <img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0016.jpg' border='0' alt='user posted image' />
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    3rd pic looks dull compared to the other feel's of the map.

    But then again its a cargohold.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Quark hates pipes? Could have fooled me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited March 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Quark hates pipes?  Could have fooled me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    It doesn't have the same texture wrapping functions that hammer does. At least, none that I'm aware of. So, I just use the tag function a lot. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    I decided to edit that section while I was between classes. Here's what I've got so far. Good? Bad? Maybe I should slap a ready room in the map and put an alpha version up for testing. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold0017.jpg' border='0' alt='user posted image' />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Here's a bsp of what I've done so far. This is just the basic stuff (well, not even that, the hive room isn't mapped in yet), so, if I've mapped in something that makes everyone go "WTH" I can go ahead and change it before I completely finish all the rooms and entities. Right now, I know that it needs a lot of lighting, layout and other changes/tweaking. But suggestions help me do the right changes. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    NOTE: this map only allows people to basically run around in them, it's not finished to the point that it's playable.


    <a href='http://www.aybnetwork.com/NS_OCmap/co_cargohold_alpha.zip' target='_blank'>DOWNLOAD</a>
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Well, I've almost finished a good portion of the hive room. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Most of the brushwork for the walls are hopefully done, then it's on to texturing and adding all the extra stuff. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Here's what I've gotten done so far:

    <img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold_b1_1.jpg' border='0' alt='user posted image' />
    <img src='http://www.aybnetwork.com/NS_OCmap/co_cargohold_b1_2.jpg' border='0' alt='user posted image' />

    I'll try to update the copy of the bsp on the webserver soon. The next copy of my WIP map should be playable.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-Shoot_me+Mar 11 2004, 01:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shoot_me @ Mar 11 2004, 01:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> EDIT: Almost forgot to mention but, the ready room will probably have a “mandatory join team” aspect to it. For example, either after a certain amount of time, I’ve set it to suck all the ready room campers into a the “join random team” brush, but will probably opt for another method: Having a button available to the commander (on NS maps) that’ll trigger ready room, or one in the middle of the CO map with a REALLY long timer. Dunno, just an idea right now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ...i'm partial to the idea of having the random team brush "Under" everything, and having the floor "fall apart" every few minutes
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    LMAO, now I like that idea. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    What I was planning on doing is having the outer doors in the ready room open on 3 or 4 min. intervals. When it's triggered, I'll also trigger a func_push (and maybe even some explosions to "un-stick" the players from the floor) and have them sucked out into space where a join team brush will be located. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    If I ever make a regular NS map, I'm planning on giving the com a button to press that'll trigger that.

    But I like the idea of having the floor fall away, I'm going to need to look into that. =p
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