Ns_trainingmap

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Comments

  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-DarkHand69+Aug 21 2004, 05:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkHand69 @ Aug 21 2004, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here are a few final audio files:

    The first three are unchanged, just in MP3 format:
    <a href='http://civic-minded.com/albums/TestStuff/1_Welcome.mp3' target='_blank'>Welcome to Training</a>
    <a href='http://civic-minded.com/albums/TestStuff/2_Waypoints.mp3' target='_blank'>Waypoints</a>
    <a href='http://civic-minded.com/albums/TestStuff/3_Attention.mp3' target='_blank'>Pay attention</a>

    New ones here:
    <a href='http://civic-minded.com/albums/TestStuff/WrongWay1.mp3' target='_blank'>Wrong Way 1</a>
    <a href='http://civic-minded.com/albums/TestStuff/WrongWay2.mp3' target='_blank'>Wrong Way 2</a>
    <a href='http://civic-minded.com/albums/TestStuff/StandBy.mp3' target='_blank'>Stand By</a>
    <a href='http://civic-minded.com/albums/TestStuff/Powerdown.mp3' target='_blank'>Power Down Sound effect</a> This will make a great sound to play just as the rumbling starts
    <a href='http://civic-minded.com/albums/TestStuff/DampingOffline.mp3' target='_blank'>Inertial Damping Offline</a>

    And here are the first two audio files for the actual holographic presentation. I couldn't decide whether it should sound like the commander is still communicating on the radio or if he should switch to some higher quality speaker system in the presentation room. So I made one with the radio sound and one with the speaker sound. I'll leave it up to you guys too decide what's best. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    <a href='http://civic-minded.com/albums/TestStuff/Presentation1.mp3' target='_blank'>Presentation 1</a>
    <a href='http://civic-minded.com/albums/TestStuff/Presentation2.mp3' target='_blank'>Presentation 2</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Presentation 1 is much better than #2, but make the echo effect not as pronounced and things will be good
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    right, family hav gone, can finally get back to some mapping...

    i definatley prefered presentation 1 as well, culd u now record the descriptions of the aliens and the chambers, one at a time and in the order skulk, gorge, lerk, fade, offense chamber, defense chamber, movement chamber, sensory chamber

    also, r multimanagers buggy if u run too much on them, cos at the moment not all the holograms r popping up when they shuld be and i havnt changed the settings since sorcerer sent them to me and i saw them working then
  • cheeZcheeZ Join Date: 2003-11-15 Member: 22948Members
    looks interesting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    I am really loving this map and the audio is really well done.

    /me begins to hand out cookies

    Can I ask how much has been done (%?) so far?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I'd say it's like 50% done
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    edited August 2004
    id say 75% but im gonna redo the briefing room completely as it just doesnt fit the rest of the map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    other than that im just waiting on the voice acting, sheenas not replied to me so i dunno wats happened about the weapon descriptions <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->

    <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_19.jpg' border='0' alt='user posted image' />
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    Look l33t.

    By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO.
  • Dark_HandDark_Hand Join Date: 2002-11-06 Member: 7248Members
    <!--QuoteBegin-Ron2K+Aug 25 2004, 09:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 25 2004, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    <!--QuoteBegin-DarkHand69+Aug 25 2004, 04:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkHand69 @ Aug 25 2004, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ron2K+Aug 25 2004, 09:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 25 2004, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Good point.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    But that won't be different from what a player experiences in a real NS game. Any commander has a different voice than the "proceed to waypoint" voice.

    In fact, I think it would be best to use it. Then the player will recognise the sound/voice when he/she gets a waypoint in a real game of NS, and will hopefully know what to do.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-DarkHand69+Aug 25 2004, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkHand69 @ Aug 25 2004, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ron2K+Aug 25 2004, 09:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 25 2004, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually your voice isn't _TOO_ different from the voice NS uses, the "Proceed to waypoint." sounds really good but it wouldn't be that confusing from your voice nor would it detract much from the map.

    Your voice things don't have to change your voice, but I think the "Proceed to waypoint".wav should still play no matter what.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    better or worse than the old <a href='http://www.bios-clan.uk-xtreme.net/images/training/training_15.jpg' target='_blank'>briefing room</a>?

    <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_20.jpg' border='0' alt='user posted image' />
    <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_21.jpg' border='0' alt='user posted image' />

    dark, any progress with the next bunch of recordings (the alien and chamber descriptions), may as well make it as one mp3
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I personally think it's much improved although the walls around the outside still look odd. I'm just not sure what they need though.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    you might want to add like a water tube with lighting in it, or just have chairs in there.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    I like the new one better, but agree wth KFDM. the walls need some work.
    Maybe some overlay lighting from the somputer consoles.. little glowing sprites... so the walls are not completely dark. Even when computers are off there are little status lights somewhere.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    It's still pretty much has the problem with the previous room. The walls are flat and boring although I'm not having any great ideas right now to fix it. Maybe having some pipes coming down from the ceiling feeding into the hologram unit. Have some intresting computer consoles on the walls that actually stick out of the wall like the computer monitors/displays on co_posiedon (sp?) I don't know just do something with that room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    Such as letting hibame redo it >.< if its too big you should of told me there were hight limitations...
  • Dark_HandDark_Hand Join Date: 2002-11-06 Member: 7248Members
    <!--QuoteBegin-Meat_Popsicle+Aug 25 2004, 06:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 25 2004, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dark, any progress with the next bunch of recordings (the alien and chamber descriptions), may as well make it as one mp3 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I just had a bunch of work dumped on me at work, so it looks like I'll have them sometime on the weekend. Do you need some placeholder sounds for scripting purposes till I can get the real ones done?
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <!--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-->Such as letting hibame redo it >.< if its too big you should of told me there were hight limitations...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i didnt kno there wuld be a size limitation until after i built the docking bay, but its supposed to be on a space station and i did tell u to make it much much smaller after i saw the first one, sorry dude but i may as well finish it myself now

    <!--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-->I just had a bunch of work dumped on me at work, so it looks like I'll have them sometime on the weekend<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    that'll be fine, i wanna get it all done by september 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-->It's still pretty much has the problem with the previous room. The walls are flat and boring<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    the walls actually hav a pretty interesting in and out structure around the room, u just cant see it in the screen, and the lights come out of the little holes in the wall, i will add a bit more detail, it was only just a first compile

    <!--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-->Maybe some overlay lighting from the somputer consoles.. little glowing sprites<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    like i said, first compile ill add the overlays today
  • PRTePRTe Join Date: 2003-10-25 Member: 21919Members
    the new briefing room is so much more better than the old one.
    it certainly seems less plain.
    but i think what i liked about the old briefing room was that it was a bit brighter
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    hows this (u can see the walls a bit better in this screen)

    <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_22.jpg' border='0' alt='user posted image' />
    <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_23.jpg' border='0' alt='user posted image' />
  • HumanoidBetaHumanoidBeta Join Date: 2004-03-15 Member: 27342Members
    I can't wait till this is finished! >.> better mapping skills here then I could ever put together lol looking great! Keep up the good work
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I don't know. I'm still not feeling this room. Something just seems off about it. Maybe I'll try to do a rough sketch in hammer once I get back from my programming concepts class.
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    edited August 2004
    I remember something. There was a map in 1.04 (I think Ollj did it) that didn't allow you to build PGs. So something like that could be done to disable buildings what you don't want the player to build?

    And be careful with trigger_presence. It seems that:
    Buldings quickly turn it on, then off.
    Mines make it permanently on.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <!--QuoteBegin-KungFuDiscoMonkey+Aug 26 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Aug 26 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know. I'm still not feeling this room. Something just seems off about it. Maybe I'll try to do a rough sketch in hammer once I get back from my programming concepts class. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hmm, im gonna play around with the blue wall texture but other than that i like it and think ill keep it
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    It just seems to be sub par compared to most of the other rooms in the map. Also, haveing just flipped through all the screens it seems y'all have two or three different texturing schemes in this map.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    this is why i avoided doing the room in the first place, i culdnt really think of a good idea for it

    right then, if someone can come up with a better concept (or room) themselves, i'll use itcant really be much bigger than the current one, and its on a space station so those sorta textures only
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Tell me what textures you need used, and I'll do it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Give me some sizes to work with and what texture set and I'll see what I can come up with. One room shouldn't be too hard.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    i had the BEST IDEA! <!--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--> add steam on the top of the hologram, and when the holograms start, theres like a white light that goes up and down and then starts to show the hologram.
This discussion has been closed.