Ns_tunnels
kabuum
Join Date: 2004-07-25 Member: 30108Members
<div class="IPBDescription">my dream map</div> Hello.
I have had a map idea since... since, since I don't know when.. But very long time I have had this really scary map idea.
But the problem is, I have never done any 3D mapping, and so I don't have any skills. So I am hoping to find some help. I really like to be a hand too in mapping but I don't know anything about this..
When there was a topic called "A scary map", then I had an idea of creating a scary map. So here is the plan what is pretty out-zoomed.
<img src='http://www.hot.ee/tindiplekk/ns_tunnels.PNG' border='0' alt='user posted image' />
The fact is, this maps really big. But I think it would work bechause there is not much detail in there. Just empty rooms, plot doesn't let any detail in it actually.
The plot is that this is a part of old mineral mine. The mine is lot bigger and hell deeper, but this is only a small part of it. But it still goes really deep. So one day, workers discovered an alien hive in closed mining complex. Marines came in and...
Those red H-letters are Hive points. In every hive point, there is a big endless hole in the middle, on two hives (left and right), the hole is closed. But the middle hive, the bottomless hole is open bechause the hatch is broken (you cannot weld it) and there is broken metallic rope (bolt rope or cable or something) hanging down. On the other hive places, the cable is not seen bechause it is scrolled up and the metallic claw/hand/whatever is blocking the sight. I hope you get the idea.
There only one way for onos to reach into marine start, that is the big corridor in the middle, marked with gray. Dark-gray area is the big elevator, but there are ladders on both sides too. So onos has pretty hard situation. But other lifeforms are in good situation bechause there are other really dark tunnels there. Only little red ligts show the way (no actual lighting there). It is so dark that you only see those red bleepers or whatever you call them.. Marines have to use flashlight.
There are two outer airshafts for skulks (marines can only move by ducking there) those lead the waystraight down without fear of falling like in the middeler tunnels..
There is a small ladder in the middeler two tunnels when that great fall comes actually. Marines can stand up on that tunnel but still they have to use their flashlights. But if they turn right, then there comes the double-resource-nozzle point (light-blue marks) and a welding point (yellow spot). If you weld that point, then you get actually a switch which could turn lights on and off in the big falling-tunnel and in dbl res point.
There is a main-switch what can turn the lights off in the main corridors. I had also an idea of creating a hole in marine start base too what you can close and open, so, when onos comes, you can actually open the shaft and onos fells into it <!--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-->.
And you actually cannot drop stuff in the big elevator corridor, you just cannot see it in your commander chair, you see through it. The reason why you cannot see it is that bechause there are those nano-bots running in that old mine (The actual NS plot explains that you see the map in your cc bechause there are nano-bots everywhere). Actually there no nano bots at all in that section, it is very old section and beeing closed for long time. You just have an instrument what sends somekind of waves through structures and you can see a map.
And there is a welding point in those two outer dark skulk-tunnels (In the place where small tunnel splits down and leads to that corridor what leads into the middle hiveroom. You can just close that smal tunnel if you weld it from up.
The hive rooms are actually so big that you can fly around with jetpacks easily. Almost same high is the marine start but a bit lower still.
The idea of the map is to create a really old atmosphere with few unstabil lights and much darkness.
I thought maybe even make the map bigger by adding some tunnels into the lower level and one straight tunnel into marine start but first I want to see your opinion of this map idea, what do you think of it? Is it worth making? And if so, then are there people who like to make the idea real and be in team, bechause I cannot do it in my own, but I still want to be a hand if making it.
Thank you for attention. I appreciate your opinion.
Kabuum.
I have had a map idea since... since, since I don't know when.. But very long time I have had this really scary map idea.
But the problem is, I have never done any 3D mapping, and so I don't have any skills. So I am hoping to find some help. I really like to be a hand too in mapping but I don't know anything about this..
When there was a topic called "A scary map", then I had an idea of creating a scary map. So here is the plan what is pretty out-zoomed.
<img src='http://www.hot.ee/tindiplekk/ns_tunnels.PNG' border='0' alt='user posted image' />
The fact is, this maps really big. But I think it would work bechause there is not much detail in there. Just empty rooms, plot doesn't let any detail in it actually.
The plot is that this is a part of old mineral mine. The mine is lot bigger and hell deeper, but this is only a small part of it. But it still goes really deep. So one day, workers discovered an alien hive in closed mining complex. Marines came in and...
Those red H-letters are Hive points. In every hive point, there is a big endless hole in the middle, on two hives (left and right), the hole is closed. But the middle hive, the bottomless hole is open bechause the hatch is broken (you cannot weld it) and there is broken metallic rope (bolt rope or cable or something) hanging down. On the other hive places, the cable is not seen bechause it is scrolled up and the metallic claw/hand/whatever is blocking the sight. I hope you get the idea.
There only one way for onos to reach into marine start, that is the big corridor in the middle, marked with gray. Dark-gray area is the big elevator, but there are ladders on both sides too. So onos has pretty hard situation. But other lifeforms are in good situation bechause there are other really dark tunnels there. Only little red ligts show the way (no actual lighting there). It is so dark that you only see those red bleepers or whatever you call them.. Marines have to use flashlight.
There are two outer airshafts for skulks (marines can only move by ducking there) those lead the waystraight down without fear of falling like in the middeler tunnels..
There is a small ladder in the middeler two tunnels when that great fall comes actually. Marines can stand up on that tunnel but still they have to use their flashlights. But if they turn right, then there comes the double-resource-nozzle point (light-blue marks) and a welding point (yellow spot). If you weld that point, then you get actually a switch which could turn lights on and off in the big falling-tunnel and in dbl res point.
There is a main-switch what can turn the lights off in the main corridors. I had also an idea of creating a hole in marine start base too what you can close and open, so, when onos comes, you can actually open the shaft and onos fells into it <!--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-->.
And you actually cannot drop stuff in the big elevator corridor, you just cannot see it in your commander chair, you see through it. The reason why you cannot see it is that bechause there are those nano-bots running in that old mine (The actual NS plot explains that you see the map in your cc bechause there are nano-bots everywhere). Actually there no nano bots at all in that section, it is very old section and beeing closed for long time. You just have an instrument what sends somekind of waves through structures and you can see a map.
And there is a welding point in those two outer dark skulk-tunnels (In the place where small tunnel splits down and leads to that corridor what leads into the middle hiveroom. You can just close that smal tunnel if you weld it from up.
The hive rooms are actually so big that you can fly around with jetpacks easily. Almost same high is the marine start but a bit lower still.
The idea of the map is to create a really old atmosphere with few unstabil lights and much darkness.
I thought maybe even make the map bigger by adding some tunnels into the lower level and one straight tunnel into marine start but first I want to see your opinion of this map idea, what do you think of it? Is it worth making? And if so, then are there people who like to make the idea real and be in team, bechause I cannot do it in my own, but I still want to be a hand if making it.
Thank you for attention. I appreciate your opinion.
Kabuum.
Comments
However... making that dark is going to make more gamma \/\/ |-| (+) |+\ ES so... yeah... good luck with that
I'd help, but I'm busy making my own map atm and I'm proofreading / translating Carioca's broken English (lemme tell ya... not easy when English is NOT the main language ya speak, so sometimes ppl need to have a clearer cut re-post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
And the map is ment to be very dark. And if onos uses Regeneration and commander cannot see and drop stuff onto the onoses way in a big corridor, then marines are pretty screwed.. They have long way down also.
And those small tunnels are actually with no light at all, only small red tots to lead the way.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=50171' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=50171</a>
Furthermore, I really doubt the mapidea, but that is my personal opinion. Can't see it working all that well with the current HLengine, maybe sourceengine could be more suitable.
-> ns_source
... and this concept is just... plain.
Ok, I made a better understood version of the map, colored it a bit more:
<img src='http://www.hot.ee/tindiplekk/ns_tunnels1.PNG' border='0' alt='user posted image' />
The basic idea of the map is to forget that onos rushing stuff. it is supposed to be scary, so we take all the gameplay to those narrow tunnels. Maybe I do more tunnels and bend them a bit, so they wont be SO straight anymore.
The gameplay is supposed to be so that players actually want to go through those narrwo tunnels than in the middle. Gorges just web the area and cover the downstairs with tons of OCs and block the elevator also. Maybe it is even needed to add doors to that elevator corridor, so marines cannot spawn granades into there so easely when the down-elevator door is covered with ocs, and commander cannot build there, so no sieges. So the map needs a good team <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> and this is not a marine winning map.. And it would be fun when marines are stuck in that dbl res room, surrounded by skulks, heh. DARK.
Lt.Gravity, maybe you could tell why this map seems so plain? How make it better then without losing a good gameplay? And what was your map idea?
Maybe he didn't need it <_<
Maybe he didn't need it <_< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--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--> i need to make his map because look very easy like 1 hour of work.
First map must always be easy. But how are you going to solve that commander view problem?
cold u make the front view to me start making asap.