Andromeda Nearing A Beta...

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">You people want something different?</div> You got it. Keep in mind they arent nearly done, but you can see where Im going with this...

First picture is Hive Location - Abandoned Wind Tunnel

I just got it in place, its probably 50 percent done, I have to add accessories, skulk vents in the ceiling and floor, and some pipes coming out of one wall spewing slime which is already in place collected in the bottom of the tunnel.
«1

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Second picture is the Tram Tunnel connected the atrium elevator room (working title) to the Wind tunnel hive. I know it looks drab and awful but I think thats the jpeg compression, it really doesnt look bad in the game. Its about 85 percent done I have to add some more lighting and a few more accessories.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Skulking around in electronics maintenence (formerly Reactor Access Junction) just off the marine spawn area. I know its dark, I plan on adding a bit more red texlighting. At the bottom of the room is slime, which kills slowly if immersed. I plan on adding a vent down below for skulk access. Room status: 90 percent done.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Forgot to add pic to electronics. Doh.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    This is the Hive Location - Chapel, a picture of the alter. The hive is on the other side of the room, and the chapel can NOT be assaulted with seige cannons unless you break right into the chapel area or set up in the Chaplin's Office (which would be difficult because the only way in not directly thru the hive room is thru a long series of vents with a jetpack. Good luck with that one!

    This room is about 70 percent done, I have to fix some textures and align them, I already added alien infest texturing but its not in that pic because I did it while it was compiling. I have to add a few accessories to the room and finalize the lighting.
  • TydusTydus Join Date: 2002-11-13 Member: 8508Members
    hahahah, make it so that if u jump out that space area you die lol
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I'm considered that, its not possible to do it in a way that would make it seem realistic.
  • Damien_MistDamien_Mist Join Date: 2002-08-20 Member: 1202Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm considered that, its not possible to do it in a way that would make it seem realistic. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ya, well, how realistic is a wind-tunnel in space? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    For testing spacecraft. NASA uses a wind tunnel to test every shuttle. This is just a wind tunnel that has a great view of a planet. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Damien_MistDamien_Mist Join Date: 2002-08-20 Member: 1202Members
    Yea, the planet in the background could just be a backdrop or painted onto the wall or something. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I was going for a "barrel of a 700,000 mm cannon pointed at earth" effect.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    What's to stop skulks walking all over the planet texture?
  • Damien_MistDamien_Mist Join Date: 2002-08-20 Member: 1202Members
    Maybe its just me, but that big open space wont be all that hard to defend.

    Atleast not for the hummies.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Im debating whether to use glass or a grate style texture... grate makes it look kinda ugly, the view is spectacular the way it is. Trust me, you can't really see size too well in that view, but when you walk into that room you are pretty awed by the size of that wind tunnel. Its so big I'm worried about balance because marine bullets = instant, and the rest of the alien weapons = not instant except skulk parasite, which will be very useful, because I plan to make that room with many shadow patches that are completely invisible to people on the catwalk. If you decide to invade that room expect more than a few aliens taking potshots at you from invisible areas.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Are you kidding? A turret will hit nothing in that room thats moving more than 1 mph, its such a big room. (it wont even have most targets in range) and fades can take out targets from long range because acid rocket doesnt have a range. In my opinion the only way to logically defend it as either side is to keep people from getting in the room, cause once they are in its going to be a battle royale. (Which is what I'm planning on)
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Suggestion : Get rid of the planet texture, make a sky with the sky environment from tanith ( I beleive the background name is "TD" without the quotation marks) and then add a clip texture in front of it to stp skulks climbing it. Voila, looks nicer. Feels nicers, and Chrome it also stops the skulks!
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    This looks REALLY awesome.

    One thing: the first pic, where you have a node on the catwalk... a node placed on a really thin thing doesn't make sense. Add pipes running to it, so it looks like the node is actually getting nanosludge from somewhere.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Windel: I agree. I havent added any yet because the room was just created. I'll make sure to do that, however. I may change it to sky but I dont remember if its facing any other parts of the level or not, if it is, then I can't do it because it will see into other rooms.
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    I can't wait man! Realease as soon as possible! btw, what servers are gonna be playing this?
  • biofrogbiofrog Join Date: 2002-04-26 Member: 522Members
    I really like the view of the planet, i'm suprised no one has thought of having a huge view of the planet below the ship. It's all good except for that node that's just sitting on the catwalk... how's it gettin' sludge?
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    looks very impressive.

    does the tram move <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ?
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Of course the train moves. The tracks are electrified but you can slip between them if you are careful, I made sure of this as this will inspire people to skip the train for a faster trip (The train waits a few seconds to start after pressing the button and then slowly pulls out, the trip is fairly short tho) but a high cost of a mistake. This rewards skill.

    Hanging node will have pipes/wires to it soon.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Well cameras are out. I didn't realize the half life engine requires line of sight in order for cameras to work. How totally retarded is that? If you want to be able to see thru a camera you must have the player who activated the camera within line of sight (func_wall and other entites do not count, only world brushes), but that basically limits you to not having a central camera system in any half life mod. If there is a way around it I haven't heard of it.

    Sorry, no camera system in andromeda.
  • MikenolikeMikenolike Join Date: 2002-12-18 Member: 11098Members, Constellation
    edited December 2002
    Well if there are only going to be small openings as a meens for entrance to the wind tunnel room then it CAN be defended. Also where will the hive be located in the wind tunnel? If it is tucked say, into a rocket or a crushed up space shuttle, it can be defended at the opening for it. Also how thick is the flooring in there? Maybe a skulk can bite the tf to shreds from underneath like the sewers in cage, or that one hive in hera?

    I still say you H4X with all your skulk shooting powers however haha.

    please dont shoot me anymore...

    /me curls into a ball
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Yes, I hack with sKiLLh@X 1.0 - The Original Hack. Best thing is, it works on every game ever made.

    There is a fairly large door entrance to hanger, but you run thru the door and jump off the side into the slime water to get away, then you're much harder to hit because the room is about the size of a hollow Saturn V +1 (in D&D terms!) The hive is directly beneath the floor as you walk in so its seigeable but ONLY from the tram tunnel alien end area. (Which, if the aliens concede to marines, they are stupid and deserve death)
  • MikenolikeMikenolike Join Date: 2002-12-18 Member: 11098Members, Constellation
    I still want to test your map and then die to you some more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    edited December 2002
    <!--QuoteBegin--^Requiem^+Dec 20 2002, 04:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Dec 20 2002, 04:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well cameras are out. I didn't realize the half life engine requires line of sight in order for cameras to work. How totally retarded is that? If you want to be able to see thru a camera you must have the player who activated the camera within line of sight (func_wall and other entites do not count, only world brushes), but that basically limits you to not having a central camera system in any half life mod. If there is a way around it I haven't heard of it.

    Sorry, no camera system in andromeda.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Wha- What?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->?? I apologize for the cs reference but, in cs_assault, the player is well out of the line of sight of the cameras. The cameras are all over the map. Did I misunderstand you or something, or is cs different?
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    2 possibilities:

    1) The guide to cameras I read was wrong and the fact that cameras just plain do not work PERIOD in the NS mod is the reason.

    2) The guide to cameras I read was right and all the cameras in CS assault are linked to a button with clear line of sight thru func_wall entities (which are usually solid to the player, but not solid to the rendering engine).

    Its almost certainly number 2, and Also I heard that cameras just plain don't work in NS even that far anyway.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    It's number 1. Cameras don't work in NS. I put together a very simple test map, just for the camera and it didn't work. I guess it would mess up commader mode if the commander clicked on it.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Chrome: Its also true that cameras dont work without line of sight right? All entities (including func_walls) do not count toward calculating line of sight.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    the map is a nice idea, but at the moment it looks way to empty. The wind-tunnel picture is the main problem i think. the walkways are way to thin and steep, and need to have more floor space. The walkways would also look better with railings, and a few pipes running along it?
    For the massive hole, just put glass over it or a dome. I think it looks nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    cant wait to see the tram in action, although some of the textures in that pic (mainly that brick wall) look really bland and horrible (or as you say, may be the jpeg quality)
Sign In or Register to comment.