Co_charge

cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
edited April 2005 in Mapping Forum
Progress and release.
Many years ago the Trans System Authority were investigating new energy sources that could provide a replacement for those they were using at the time which were nearing depletion. They devised a new technology consisting of a satellite network that could relay energy from any power plant sited on another planet back to Earth via microwave transmission.

The project was pioneered on Porto IV, a planet with an abundance of Deuterium and Lithium which was used to fuel a Toroid fusion reactor in the plant that was built. The energy produced from the reactor was enough to power the maintenance, life support and power transmission systems while still leaving an ample energy stream back to the homeworld. There was also a backup power battery which would provide limited system power and also restart the reactor in case of emergency.

Just days ago a newly installed research facility in orbit of the TSA power plant picked up lifeform readings from the old battery on the planet's surface. In the hours that followed there was a rapid power drain and the Fusion Reactor subsequently ceased all energy transmission.

Following an emergency videoconference between the heads of the research facility and members of the TSA boardroom, the hypothesis was raised that xenoform bacteria could have been transported to the surface aboard a Frontiersmen vessel that stopped by for refuelling a fortnight ago. Fearing contamination by the Khaara bacterium, the order was given for two TSA crews to be immediately despatched to investigate the situation, the first a fully-armed Frontiersman unit.

When they arrived they discovered that the battery was already too infected to provide power to the threshold systems, and the marines had to open the entrance doors manually. While the command console and armouries were being unloaded and deployed, the reactor suddenly regained power.

It is thought that if the bacteria reaches the fusion reactor controls the reaction would fall out of equilibrium and the explosion that follows would destroy both the planet and the orbiting research station.

The TSA have given the Frontiersmen 18 hours before the reaction breaks down, and with that a lifetime's faith.

history remake by Crispy.

biggrin-fix.gif since i change alot the map and the name for charge, so i feel is right make a new topic with progress and release.

the screnies is below:
1)user posted image2)user posted image3)user posted image
1)vent shaft over fuel tanks
2)charge controls hive
3)fusion controls
4)user posted image5)user posted image6)user posted image
4)fuel tanks
5)hangar
6)charge systen

the latest version is below:
download here the new version

if you dont know about this map you could go in the link below for old topic:

old topic
Post edited by Unknown User on
«1

Comments

  • KradKrad Join Date: 2004-08-26 Member: 30914Members Posts: 273
    edited April 2005
    No, no, no, no, no. Do not start new topics just because you rename something sad-fix.gif

    ns_battery
    ns_charge
    ns_zap
    ns_fry
    ns_electrocuted
    ns_whoops_i_spelled_it_wrong

    ...

    If every time someone renamed a map, they made a new thread, this forum would be a spampile.

    <edit> Also, way too dark. </edit>
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    It has a really nice bast style look to the lighting. I can only thorize about how well that will work in a CO map, but I like it so far.
    O_O image
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    I say this is worth the new topic

    1) It's MUCH improved
    2) It's nearing release
    3) He's going to give me the rmf when he's done so I can see how the HELL he made such a sexy room for the charge (HOW did you make that reactor core??? OH EM FRICKEN GEE THAT IS AWSOME!!!)
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • refusedrefused Join Date: 2005-03-31 Member: 47032Banned Posts: 68
    I have to agree that you really improved a lot. But the lighting is still way too dark. You really should increase the brightness on your lights.
    nice new varied danger alert systems

    <+Thaldarin> u sexy beast!!11!!
    <+Thaldarin> im homosexual for you!@&#33;~~
    <+Thaldarin> melted chocolate.... whipped cream....
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    I like the way you have managed to mix the old and new textures together. That little space shuttle is so cute. <3
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members Posts: 480
    nice
    real nick: RNG
  • Original_NexOriginal_Nex Join Date: 2005-04-03 Member: 47382Banned Posts: 5
    yes looks nice..
    hello hello
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    QUOTE (carioca @ Apr 8 2005, 03:34 PM)
    the history need changes could anybody help me with that?

    QUOTE

    In the far way history tsa made power plant to send power to earth by a satelite net delivering microwaves with energy for earth and your colonies.

    That power plant have a fusion reactor facility with fuel tanks of deuterium and litiun to feed the toroid fusion reactor and the cooling systen, fusion control, power transmition plus the battery systen to provide power, when the reactor shutdown to maintance and to start the function of the reactor plus some facility needs.

    The marines are crossing the space killing the aliens when need refueling in this power plant and the bacteriun in the spaceship infect this facility.

    When the new research station in the orbit of the power plant facility start register live form in the old TSA plant send 2 crews of marines to check existence of bacteriun in the old battery systen.

    the marines start the facility functions to open the doors because the battery systen are very infect so cant provide enough power.

    The marines land and start unload the comchair and armories when the fusion reactor enter in plenty active but the bacteriun start grow fast puting in danger the security of the research station because bacterium soon will take the fusion controls and break the balance of fusion reaction and made a fusion explosion.

    biggrin-fix.gif I can.

    QUOTE (Backstory @ co_charge)
    Many years ago the Trans System Authority were investigating new energy sources that could provide a replacement for those they were using at the time which were nearing depletion. They devised a new technology consisting of a satellite network that could relay energy from any power plant sited on another planet back to Earth via microwave transmission.

    The project was pioneered on Porto IV, a planet with an abundance of Deuterium and Lithium which was used to fuel a Toroid fusion reactor in the plant that was built. The energy produced from the reactor was enough to power the maintenance, life support and power transmission systems while still leaving an ample energy stream back to the homeworld. There was also a backup power battery which would provide limited system power and also restart the reactor in case of emergency.

    Just days ago a newly installed research facility in orbit of the TSA power plant picked up lifeform readings from the old battery on the planet's surface. In the hours that followed there was a rapid power drain and the Fusion Reactor subsequently ceased all energy transmission.

    Following an emergency videoconference between the heads of the research facility and members of the TSA boardroom, the hypothesis was raised that xenoform bacteria could have been transported to the surface aboard a Frontiersmen vessel that stopped by for refuelling a fortnight ago. Fearing contamination by the Khaara bacterium, the order was given for two TSA crews to be immediately despatched to investigate the situation, the first a fully-armed Frontiersman unit.

    When they arrived they discovered that the battery was already too infected to provide power to the threshold systems, and the marines had to open the entrance doors manually. While the command console and armouries were being unloaded and deployed, the reactor suddenly regained power.

    It is thought that if the bacteria reaches the fusion reactor controls the reaction would fall out of equilibrium and the explosion that follows would destroy both the planet and the orbiting research station.

    The TSA have given the Frontiersmen 18 hours before the reaction breaks down, and with that a lifetime's faith.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif god bless Crispy.
    thanks to help me and is so cool the new history.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    Carioca- could you show me how you made the fusion reactor? How many different brushes did you use?

    I've been trying, vainly, to make a "warp core" style thing... and it's not workin too well sad-fix.gif
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif bullet friend senda gmail to my gmail and i will send you my rmf and map files to you copy paste edit and learn in your own.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    Er... I don't know if I still have your g-mail on hand... i'll check smile-fix.gif
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif
    in my mind i have to make 2 rooms:
    1)fuel processing.
    2)4HE (fusion waste,helium storage,helium waste)

    and conect in the ms and release the map.

    after this i have to include noise and songs in the map.
    and choice a skybox and set up a red light.

    maybe rename fuel tanks to primary fuels.

    what you guys think about it?
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    I ran through the map so far... and I have to say it really isn't bad. It DEFINATELY isn't too dark, it is much brighter then I was expecting even.

    I'd like to see how it plays a bit, but I am concerned that the gameplay may be a little lackluster. It only takes about 20 seconds for a marine to run from MS to hive location. Even faceoff has you beat there IIRC. Could use some more difficult to transvese archtexture in parts. The whole map is above and beyond a dream for a bhopping skulk.

    I don't really know what I would recommend changing off the top of my head at this point, there is still so much that needs to be added just for basic funcionality before I would know where to start. Get the elevator working, add those extra rooms, put in a proper skybox and add some ambiant sounds. Then rerelease biggrin-fix.gif!
    O_O image
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    I dont see where it is too dark. really.

    personaly I liked the small ship, nice use of textures. the lighting looks kinda weird, some colored lights are scaled to small so the dont lit the environment correctly.

    and the ELEVATOR doesnt work. accidently? why then you will have to add sparks to make that clear. but it better should work...

    IPB Image
    Give custom maps a chance!
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    QUOTE (Lt Gravity @ Apr 11 2005, 03:05 PM)
    and the ELEVATOR doesnt work. accidently? why then you will have to add sparks to make that clear. but it better should work...

    I think it is just broken ATM, without that elevator working marines get stuck in the lower room if they fall down. Most NS maps with elevators have ladders beside them like real elevators do. They would never force personal to walk through a powerplant core just because an elevator is malfunctioning.
    O_O image
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    QUOTE

    http://www.unknownworlds.com/forums/index....dpost&p=1442209

    i'm glad about your coment.

    swift spear and lt gravity; i dont put the elevator to work for 2 main reason:
    1) i dunno if i leave a just a ladder in the place or add it.
    2)i dunno if the next room near that room will have a space for stairs.

    anyway thanks to coment about that and more one stuff i dunno if this elevator are oni friendly, maybe i have to put ladder for the mister oni.

    when i start the map i only have ideas for half of that and when making a get some new ideas and start the other part but aways i have to cast time fixing the past build part.

  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    wow... looked at that RMF...

    holy... ****... that's a lot of stuff in a small space 0o' This is gonna be a cool map!
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    edited April 2005
    biggrin-fix.gif new version check the first post for the linkage.
    changes about:
    -include one hallway betwen electricity generator and fusion controls.
    -include tree hallways betwen charge systen and charge controls.
    -include small vent conection in electricity generator going below charge controls.
    -enlarge doorways for oni pass.
    -redo ceiling in charge systen for the oni pass.
    -include lights at electricity generator.
    -relocation lights in charge systen
    -remake the ms and change lightining from red for yellow.
    -include railing in fusion controls.
    -reduce vessel size for oni pass.
    -remake the hallway between fuel tanks and the dockbay.
    -remove the conection from dockbay to 4he.
    -and many texture alingments changes; test and try 2 times include the carnage texture and make that animation ones work, but look a bit odd and break, i have to remove.

    1)user posted image2)user posted image3)user posted image4)user posted image

    5)user posted image6)user posted image7)user posted image8)user posted image

    1) Docking Bay
    2) Fusion Controls Access A
    3) Locker Threshold (marine start)
    4) Lockers (Armoury and Commander Chair)
    5) Charge Operations Access A
    6) Charge Operations
    7) Charge Operations Access B
    8) Electrogen

    thanks crispy for some new location names.
    Post edited by Unknown User on
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    [Edit] Here's a list of some more authentic-sounding alternatives:

    1) Docking Bay
    2) Fusion Controls Access / Corridor FC3J / Subsection FC4A
    3) Locker Doorway (Marine Start) / Locker Access / Locker Threshold
    4) Lockers (Armoury and Commander Chair)
    5) Charge Controls Access / Charge Operations Access / Charge Systems Access / Subsection CS2A
    6) Charge Systems / Charge Operations
    7) Charge Controls Access (Upper Tier/ Upper Level) / Subsection CS2B
    8) Electricity Generator / Electrogen / Energization Chamber
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    edited April 2005
    I agree with Crispy, but since it's a combat map it's not going to matter anyways. Unless you're going to place info_locations of course. I think most of maps don't have them placed, but I still doubt it's forbidden or anything. biggrin-fix.gif I myself think they add to the atmosphere and feel.

    btw. carioca, your map package is missing co_bluebay.wad. I know where to get it, but I just wanted to point it out.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    edited April 2005
    confused-fix.gif is missing i remove that wad from my wad list???
    i run the csg now and dont found maybe this realease keep thsi old value of the wad list.
    the info locations arent place because im studing a better name since crispy show up some nicely i will make my info locations.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow Posts: 2,545 Fully active user
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif get any wad copy that andd rename i dont using any texture.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow Posts: 2,545 Fully active user
    QUOTE (carioca @ Apr 15 2005, 10:53 AM)
    biggrin-fix.gif get any wad copy that andd rename i dont using any texture.

    OK, just make sure to take it out next compile.

    ~ DarkATi
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif new version upload and now with out troubles in the link in the first page.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Map looks very nice, but r_speeds tend to peak out in some area way above 700, somtimes even 950+

    I see you have turned some of the furniture or objects in rooms into one big func_wall. They are to big this way and tend to ignore vis. This will make them render troughout the entire map, even when you can't see them.
    I'd say move them back to worlds brushes since they don't really need to be turned into func_wall. Or turn them into more independant func_walls to make them follow the rules of vis again.

    Other then the r_speeds issue. Looking good there carioca.

    Found one small thing which also would mess with the vis compile by not vis-blocking like it should.

    Guardian of the "magic cookiejar" AdminModerator

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  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif this is a marine advantage to fire in hive, second i have leave this because some guys stuk behind hive so i have to redo the place for gorge and marines get out.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Well after you have fixed the func_walls and the r_speeds are still high you have to make a choice or fiddle arround with hint/skip brushes biggrin-fix.gif

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

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