<!--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-->Also, maybe encase the holo projector in a glass tube, like the stasis tubes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--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-->make it kinda like a scanner where it starts at the top and the image turns visible as it passes, then, when the commander is done talking, it makes a pass from bottom to top turning it invisible, then back down with the next model (don't know if possible, just eye candy, so not important if impossible/not enough time to do before release).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't think that's possible - maybe someone who knows more than I do about mapping can confirm this or correct me.
<!--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-->Changemap: If you can't get the changemap working, maybe do it manually. Have the alarm lights hidden inside little indents with covers, move them out when it hits the fan, cut some of the models so when you trigger it, the cut portions fall to the floor, like corners, monitors, etc (again, don't know if possible, just a suggestion).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nice idea, but I'm afraid it will use up too many resources.
<!--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-->Comm training: I know its just basic training, but perhaps have them research an upgrade to get the feel of it? Not sure how it would fit in the storyline though...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Question to the mapping gurus: will researching weapons upgrades make sieges more effective? If so, this would be a great idea (stops the NSPlayer wandering around being bored while the hive gets siege - or at least, makes the NSPlayer do less wandering around.
<b>EDIT:</b> Quoted the original post twice. I'm an idiot.
lol thanks for the comments, allthough its a bit late in the day to be changing stuff like the brushwork which is 99.9% complete and im completely happy with in respect to the look and feel of ns. bearing in mind though that the majority of the screens are from first and second compiles of those areas and the vast majority have been tweaked and improved since.
with respect to the holoroom uv reminded me to add the white light effect but to show the model as it passes over it isnt really possible, i intend to add some subtle phasegate like particle fx to the emitter though.
<!--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-->Comm training: I know its just basic training, but perhaps have them research an upgrade to get the feel of it?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> they hav to build a turret fac, upgrade it, build 3 siege towers, then drop a phase (this is all indicated one at a time). and ive tried to make this as painless and as blatently obvious as possible but it is possible for the nub to drop the wrong building for example which whilst it wont break the map it will progress the script, nothin i can do about that im afraid
as for the ending, its still a bit undecided as im not sure wat if anything im gonna be able to add.
at the moment theres not a great deal i can do until i get these voices from dark. so im just gonna chill out and watch the special edition alien quadrilogy box set that finally came this morning <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Changed the lights to green and added a PS. You'll have to be very carefull tweeking the PS since it mixed with the transparent models puts a hurt on the framerate (although you can't tell from just one screenshot)
Edit: Removed screenshot since Meat_Popsicle has already been working on the room.
ah, ive actually been playing with that room myself. i thought about the green tint under the seats but theres a lot of green in the room allready so ive tried red, and ive redone the seat textures and the floor texture around the edge of the room so it wraps around the room
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
Sorry KFDM, I like Meat Popsicle's room best, has got the feel kinda. Great work so far, I'm looking forward to see what it will be like when done. Though I can not help with improving I think you guys have done some amazing work. Keep it up!
Nice. Two things: The screens on the walls look weird, as they are textured with overlay textures. I assume this will be fixed? Also, that model looks a bit too transparent, maybe make it a bit more solid? Other than that, nice job.
<!--QuoteBegin-Kabelen+Sep 2 2004, 09:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kabelen @ Sep 2 2004, 09:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry KFDM, I like Meat Popsicle's room best, has got the feel kinda. Great work so far, I'm looking forward to see what it will be like when done. Though I can not help with improving I think you guys have done some amazing work. Keep it up! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah that's fine. He's probally had more time to put into it. I was just loading it up this morning to play around a bit but it looks like he's put a good deal of time into improving the basic design I came up with.
<!--QuoteBegin-brute_force+Sep 2 2004, 09:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Sep 2 2004, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice. Two things: The screens on the walls look weird, as they are textured with overlay textures. I assume this will be fixed? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the original bsp KFDM sent me had the same use of the overlay texture without setting it to additive, he fixed it for the next one but i prefered the original mistake as it adds more depth to the wall and maintains the dark feel of the room
edit: i might try removing the white lights above the screens in the alcoves and letting the screens themselves light the alcove
<!--QuoteBegin-Meat_Popsicle+Sep 2 2004, 03:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Sep 2 2004, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Sep 2 2004, 09:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Sep 2 2004, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice. Two things: The screens on the walls look weird, as they are textured with overlay textures. I assume this will be fixed? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the original bsp KFDM sent me had the same use of the overlay texture without setting it to additive, he fixed it for the next one but i prefered the original mistake as it adds more depth to the wall and maintains the dark feel of the room <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Then why not just use the normal texture without the overlay at all?
Overlays are the most realistic looking...assuming you want to tex light the monitors..
KFDM - I like your room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> It reminds me a bit (not much) of the carbon freezing chamber in star wars <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-HanzGrub3r+Sep 2 2004, 09:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Sep 2 2004, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Overlays are the most realistic looking...assuming you want to tex light the monitors..
KFDM - I like your room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> It reminds me a bit (not much) of the carbon freezing chamber in star wars <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thanks although I just did the basic design/brushwork for the room. It's in Meat_Popsicle's hands now.
That room looks really great. Maybe have the holo a bit higher? Like midway between the floor and ceiling? It wouldn't make sense to have every marine in the room have to look over eachothers heads to see it (following storyline here, not gameplay). I still think that it should be at least encased in glass. I've always had fun walking through holograms in hl and OpFor. Can you just copy/paste from the stasis tubes (And ya, they do look nice)? Or maybe put a waist-height railing around it? Just high enough so they can't jump over it. That would probably be easier.
Is there any way to take away the rines starting weapons? You could explain away the pistol and knife, but the lmg? (I'm just a perfectionist, so don't mind me. No one will ever know how many starcraft maps I haven't released because they weren't JUST right... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
Here are the completed sound files for Part 1. Files with an asterisk are new and haven't been heard yet:
<a href='http://civic-minded.com/albums/TestStuff/SpecTeam.mp3' target='_blank'>Spec Team</a><span style='color:red'><b>*</b> - NEW</span> - Player tries to join Spectator team
<a href='http://civic-minded.com/albums/TestStuff/AlienTeam.mp3' target='_blank'>Alien Team</a><span style='color:red'><b>*</b> - NEW</span> - Player tries to join Alien team
<a href='http://civic-minded.com/albums/TestStuff/Welcome.mp3' target='_blank'>Welcome</a> - Rise and shine, greenies!
<a href='http://civic-minded.com/albums/TestStuff/Waypoints.mp3' target='_blank'>Waypoints</a> - Explanation of waypoints
<a href='http://civic-minded.com/albums/TestStuff/WrongWay1.mp3' target='_blank'>Wrong Way 1</a> - Wrong way!
<a href='http://civic-minded.com/albums/TestStuff/WrongWay2.mp3' target='_blank'>Wrong Way 2</a> - Wrong way again
<a href='http://civic-minded.com/albums/TestStuff/CompletePresentation.mp3' target='_blank'>Complete Presentation</a><span style='color:red'><b>*</b> - NEW</span> - The complete alien hologram presentation in one sound file. The whole of the Kharaa in just under four minutes.... Not bad. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> File weighs in at 3 and a half megs so go easy on this one, I don't have unlimited bandwidth.
wahey, its like christmas <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> ill start scripting it once ive finished my breakfast
edit: lmao! just listened to the underattack one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
comments: all are spot on apart from the part of the presentation about chambers
firstly where it says "what r the structures the gorges build? im glad u asked" there doesnt need to be such a big gap between saying that and describing the structures, just speak at a normal rate, and shuld there be a little explanation of wat the chambers do on the fly as well, i kno u say they allow upgrades but it might not be obvious to a nub that a movement chamber will replenish your adren and a defense chamber will heal u if u get wat i mean
edit 2: ive just perfectly timed the scripting up to the chambers point so if u redo the chambers part, can u leave the first part exactly the same
<!--QuoteBegin-Meat_Popsicle+Sep 3 2004, 04:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Sep 3 2004, 04:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> edit 2: ive just perfectly timed the scripting up to the chambers point so if u redo the chambers part, can u leave the first part exactly the same <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You got it. I was a little iffy about the whole chambers section anyway. I had those delays near the chamber descriptions to make it easier to script the hologram changes, but I didn't mean to leave them that long... I forgot to shorten them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'll fix it up tonight after work.
I remember you were thinking about having preplaced offense chambers at one point, but didn't because they wouldn't actually shoot at anything. In beta 5, preplaced offense chambers are fully functional, according to the changelog in Announcements.
<!--QuoteBegin-i'm lost+Sep 3 2004, 02:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Sep 3 2004, 02:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remember you were thinking about having preplaced offense chambers at one point, but didn't because they wouldn't actually shoot at anything. In beta 5, preplaced offense chambers are fully functional, according to the changelog in Announcements. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Awesome! Now if trigger_changelevels were fixed we'd be home free. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-i'm lost+Sep 3 2004, 02:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Sep 3 2004, 02:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remember you were thinking about having preplaced offense chambers at one point, but didn't because they wouldn't actually shoot at anything. In beta 5, preplaced offense chambers are fully functional, according to the changelog in Announcements. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> sweet downloading now, hopefully theyve made the preplaced weapons a little less buggy as well
first post <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> have ready this topic never had any thing constructive to sya , but now i do <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
You say just about nothing about the onos... but if u play ns ona a public game.. your gonna see an onos in the first 2 maps .. so i think u should just tell them that if they see it empty out their clip and run like hell <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
ha! have faith <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> the nubs will be running screaming from their keyboards by the time they actually encounter an onos in game...
anyway, just got some reworked final sounds off dark, and ill release a beta tmmrw afternoon to all the ppl who hav contributed to the level (wuld of been done by today but ive been playing beta 5 too much <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->)
can i i have a version to play.. just for being here and taking intrest <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Comments
Yay, someone likes my stasis tubes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--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-->make it kinda like a scanner where it starts at the top and the image turns visible as it passes, then, when the commander is done talking, it makes a pass from bottom to top turning it invisible, then back down with the next model (don't know if possible, just eye candy, so not important if impossible/not enough time to do before release).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't think that's possible - maybe someone who knows more than I do about mapping can confirm this or correct me.
<!--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-->Changemap: If you can't get the changemap working, maybe do it manually. Have the alarm lights hidden inside little indents with covers, move them out when it hits the fan, cut some of the models so when you trigger it, the cut portions fall to the floor, like corners, monitors, etc (again, don't know if possible, just a suggestion).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nice idea, but I'm afraid it will use up too many resources.
<!--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-->Comm training: I know its just basic training, but perhaps have them research an upgrade to get the feel of it? Not sure how it would fit in the storyline though...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Question to the mapping gurus: will researching weapons upgrades make sieges more effective? If so, this would be a great idea (stops the NSPlayer wandering around being bored while the hive gets siege - or at least, makes the NSPlayer do less wandering around.
<b>EDIT:</b> Quoted the original post twice. I'm an idiot.
with respect to the holoroom uv reminded me to add the white light effect but to show the model as it passes over it isnt really possible, i intend to add some subtle phasegate like particle fx to the emitter though.
<!--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-->Comm training: I know its just basic training, but perhaps have them research an upgrade to get the feel of it?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
they hav to build a turret fac, upgrade it, build 3 siege towers, then drop a phase (this is all indicated one at a time). and ive tried to make this as painless and as blatently obvious as possible but it is possible for the nub to drop the wrong building for example which whilst it wont break the map it will progress the script, nothin i can do about that im afraid
as for the ending, its still a bit undecided as im not sure wat if anything im gonna be able to add.
at the moment theres not a great deal i can do until i get these voices from dark. so im just gonna chill out and watch the special edition alien quadrilogy box set that finally came this morning <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Edit: Removed screenshot since Meat_Popsicle has already been working on the room.
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_27.jpg' border='0' alt='user posted image' />
Great work so far, I'm looking forward to see what it will be like when done.
Though I can not help with improving I think you guys have done some amazing work.
Keep it up!
Great work so far, I'm looking forward to see what it will be like when done.
Though I can not help with improving I think you guys have done some amazing work.
Keep it up! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah that's fine. He's probally had more time to put into it. I was just loading it up this morning to play around a bit but it looks like he's put a good deal of time into improving the basic design I came up with.
the original bsp KFDM sent me had the same use of the overlay texture without setting it to additive, he fixed it for the next one but i prefered the original mistake as it adds more depth to the wall and maintains the dark feel of the room
edit: i might try removing the white lights above the screens in the alcoves and letting the screens themselves light the alcove
the original bsp KFDM sent me had the same use of the overlay texture without setting it to additive, he fixed it for the next one but i prefered the original mistake as it adds more depth to the wall and maintains the dark feel of the room <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Then why not just use the normal texture without the overlay at all?
KFDM - I like your room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> It reminds me a bit (not much) of the carbon freezing chamber in star wars <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
KFDM - I like your room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> It reminds me a bit (not much) of the carbon freezing chamber in star wars <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks although I just did the basic design/brushwork for the room. It's in Meat_Popsicle's hands now.
Is there any way to take away the rines starting weapons? You could explain away the pistol and knife, but the lmg? (I'm just a perfectionist, so don't mind me. No one will ever know how many starcraft maps I haven't released because they weren't JUST right... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
I just finished the voices for Part 1 a few moments ago... I'm processing them now. I should have them completed soon.
Here are the completed sound files for Part 1. Files with an asterisk are new and haven't been heard yet:
<a href='http://civic-minded.com/albums/TestStuff/SpecTeam.mp3' target='_blank'>Spec Team</a><span style='color:red'><b>*</b> - NEW</span> - Player tries to join Spectator team
<a href='http://civic-minded.com/albums/TestStuff/AlienTeam.mp3' target='_blank'>Alien Team</a><span style='color:red'><b>*</b> - NEW</span> - Player tries to join Alien team
<a href='http://civic-minded.com/albums/TestStuff/Welcome.mp3' target='_blank'>Welcome</a> - Rise and shine, greenies!
<a href='http://civic-minded.com/albums/TestStuff/Waypoints.mp3' target='_blank'>Waypoints</a> - Explanation of waypoints
<a href='http://civic-minded.com/albums/TestStuff/WrongWay1.mp3' target='_blank'>Wrong Way 1</a> - Wrong way!
<a href='http://civic-minded.com/albums/TestStuff/WrongWay2.mp3' target='_blank'>Wrong Way 2</a> - Wrong way again
<a href='http://civic-minded.com/albums/TestStuff/Attention.mp3' target='_blank'>Pay Attention</a> - Pay attention, greenie
<a href='http://civic-minded.com/albums/TestStuff/CompletePresentation.mp3' target='_blank'>Complete Presentation</a><span style='color:red'><b>*</b> - NEW</span> - The complete alien hologram presentation in one sound file. The whole of the Kharaa in just under four minutes.... Not bad. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> File weighs in at 3 and a half megs so go easy on this one, I don't have unlimited bandwidth.
<a href='http://civic-minded.com/albums/TestStuff/AllDone.mp3' target='_blank'>All Done</a><span style='color:red'><b>*</b> - NEW</span> - Presentation's over!
<a href='http://civic-minded.com/albums/TestStuff/StandBy.mp3' target='_blank'>Stand by</a> - Stand by, soldier
<a href='http://civic-minded.com/albums/TestStuff/Powerdown.mp3' target='_blank'>Powerdown</a> - Powerdown sound effect
<a href='http://civic-minded.com/albums/TestStuff/DampingOffline.mp3' target='_blank'>DampingOffline</a> - Inertial damping offline!
<a href='http://civic-minded.com/albums/TestStuff/UnderAttack.mp3' target='_blank'>Under Attack!</a><span style='color:red'><b>*</b> - NEW</span> - Under attack!! I'm especially proud of this one. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
PHEW!!
Other than tracking down a few more random sound effects, the audio for Part 1 is now done!
Opinions?
edit: lmao! just listened to the underattack one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
comments: all are spot on apart from the part of the presentation about chambers
firstly where it says "what r the structures the gorges build? im glad u asked" there doesnt need to be such a big gap between saying that and describing the structures, just speak at a normal rate, and shuld there be a little explanation of wat the chambers do on the fly as well, i kno u say they allow upgrades but it might not be obvious to a nub that a movement chamber will replenish your adren and a defense chamber will heal u if u get wat i mean
edit 2: ive just perfectly timed the scripting up to the chambers point so if u redo the chambers part, can u leave the first part exactly the same
You got it. I was a little iffy about the whole chambers section anyway. I had those delays near the chamber descriptions to make it easier to script the hologram changes, but I didn't mean to leave them that long... I forgot to shorten them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'll fix it up tonight after work.
Awesome! Now if trigger_changelevels were fixed we'd be home free. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Really if i made that, i too would be proud, thats so great work on them their sounds!
Edit: Redneck!!
Edit2:Their were no edits!!!!
sweet downloading now, hopefully theyve made the preplaced weapons a little less buggy as well
You say just about nothing about the onos... but if u play ns ona a public game.. your gonna see an onos in the first 2 maps .. so i think u should just tell them that if they see it empty out their clip and run like hell <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
anyway, just got some reworked final sounds off dark, and ill release a beta tmmrw afternoon to all the ppl who hav contributed to the level (wuld of been done by today but ive been playing beta 5 too much <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->)