Co_charge

cariocacarioca Join Date: 2003-09-02 Member: 20511Members
edited April 2005 in Mapping Forum
<div class="IPBDescription">Progress and release.</div> 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.

<!--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--> 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)<a href='http://img201.exs.cx/my.php?loc=img201&image=cochargep00541py.jpg' target='_blank'><img src='http://img201.exs.cx/img201/5605/cochargep00541py.th.jpg' border='0' alt='user posted image' /></a>2)<a href='http://img132.exs.cx/my.php?loc=img132&image=cochargep00130er.jpg' target='_blank'><img src='http://img132.exs.cx/img132/5975/cochargep00130er.th.jpg' border='0' alt='user posted image' /></a>3)<a href='http://img143.exs.cx/my.php?loc=img143&image=cotank00019zp.jpg' target='_blank'><img src='http://img143.exs.cx/img143/5193/cotank00019zp.th.jpg' border='0' alt='user posted image' /></a>
1)vent shaft over fuel tanks
2)charge controls hive
3)fusion controls
4)<a href='http://img207.exs.cx/my.php?loc=img207&image=cotank00189tp.jpg' target='_blank'><img src='http://img207.exs.cx/img207/8905/cotank00189tp.th.jpg' border='0' alt='user posted image' /></a>5)<a href='http://img207.exs.cx/my.php?loc=img207&image=cotank00202ae.jpg' target='_blank'><img src='http://img207.exs.cx/img207/3092/cotank00202ae.th.jpg' border='0' alt='user posted image' /></a>6)<a href='http://img227.exs.cx/my.php?loc=img227&image=cochargeb100327vt.jpg' target='_blank'><img src='http://img227.exs.cx/img227/8352/cochargeb100327vt.th.jpg' border='0' alt='user posted image' /></a>
4)fuel tanks
5)hangar
6)charge systen

the latest version is below:
<a href='http://www28.brinkster.com/altdbaco/default.htm' target='_blank'>download here the new version</a>

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

<a href='http://www.unknownworlds.com/forums/index.php?showtopic=86004&st=0' target='_blank'>old topic</a>
«1

Comments

  • KradKrad Join Date: 2004-08-26 Member: 30914Members
    edited April 2005
    No, no, no, no, no. Do not start new topics just because you rename something <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    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
    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.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    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!!!)
  • refusedrefused Join Date: 2005-03-31 Member: 47032Banned
    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.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    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
  • Original_NexOriginal_Nex Join Date: 2005-04-03 Member: 47382Banned
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-carioca+Apr 8 2005, 03:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Apr 8 2005, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the history need changes could anybody help me with that?

    <!--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-->
    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.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--><!--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 can.

    <!--QuoteBegin-Backstory+co_charge--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Backstory @ co_charge)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> god bless Crispy.
    thanks to help me and is so cool the new history.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    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 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> 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
    Er... I don't know if I still have your g-mail on hand... i'll check <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    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
    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 <!--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-->!
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    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...
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Lt Gravity+Apr 11 2005, 03:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Apr 11 2005, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and the ELEVATOR doesnt work. accidently? why then you will have to add sparks to make that clear. but it better should work... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=86004&view=findpost&p=1442209' target='_blank'>http://www.unknownworlds.com/forums/index....dpost&p=1442209</a>
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
    wow... looked at that RMF...

    holy... ****... that's a lot of stuff in a small space 0o' This is gonna be a cool map!
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited April 2005
    <!--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--> 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)<a href='http://img149.echo.cx/my.php?image=cochargeb600001jb.jpg' target='_blank'><img src='http://img149.echo.cx/img149/9650/cochargeb600001jb.th.jpg' border='0' alt='user posted image' /></a>2)<a href='http://img149.echo.cx/my.php?image=cochargeb500180dl.jpg' target='_blank'><img src='http://img149.echo.cx/img149/9171/cochargeb500180dl.th.jpg' border='0' alt='user posted image' /></a>3)<a href='http://img149.echo.cx/my.php?image=cochargeb500175rt.jpg' target='_blank'><img src='http://img149.echo.cx/img149/1359/cochargeb500175rt.th.jpg' border='0' alt='user posted image' /></a>4)<a href='http://img149.echo.cx/my.php?image=cochargeb500162kk.jpg' target='_blank'><img src='http://img149.echo.cx/img149/7676/cochargeb500162kk.th.jpg' border='0' alt='user posted image' /></a>

    5)<a href='http://img149.echo.cx/my.php?image=cochargeb500198pe.jpg' target='_blank'><img src='http://img149.echo.cx/img149/6872/cochargeb500198pe.th.jpg' border='0' alt='user posted image' /></a>6)<a href='http://img149.echo.cx/my.php?image=cochargeb500224qm.jpg' target='_blank'><img src='http://img149.echo.cx/img149/1622/cochargeb500224qm.th.jpg' border='0' alt='user posted image' /></a>7)<a href='http://img149.echo.cx/my.php?image=cochargeb500143ug.jpg' target='_blank'><img src='http://img149.echo.cx/img149/7014/cochargeb500143ug.th.jpg' border='0' alt='user posted image' /></a>8)<a href='http://img149.echo.cx/my.php?image=cochargeb500108jl.jpg' target='_blank'><img src='http://img149.echo.cx/img149/3232/cochargeb500108jl.th.jpg' border='0' alt='user posted image' /></a>

    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    1)escape pods.
    <a href='http://img85.echo.cx/my.php?image=cochargeb700062dj.jpg' target='_blank'><img src='http://img85.echo.cx/img85/9143/cochargeb700062dj.th.jpg' border='0' alt='user posted image' /></a>
    2)dockbay
    <a href='http://img238.echo.cx/my.php?image=cochargeb700140mk.jpg' target='_blank'><img src='http://img238.echo.cx/img238/8629/cochargeb700140mk.th.jpg' border='0' alt='user posted image' /></a>
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    [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 <i>(Marine Start)</i> / Locker Access / Locker Threshold
    4) Lockers <i>(Armoury and Commander Chair)</i>
    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
    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. <!--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 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
    edited April 2005
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> 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
    I need co_bluebay.wad...

    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    ~ DarkATi
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> 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
    <!--QuoteBegin-carioca+Apr 15 2005, 10:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Apr 15 2005, 10:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> get any wad copy that andd rename i dont using any texture. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    OK, just make sure to take it out next compile.

    ~ DarkATi
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> 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 Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> 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 Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    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 <!--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-->
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