Train Map

drummingpariahdrummingpariah Join Date: 2003-05-14 Member: 16300Members
<div class="IPBDescription">been toying with this idea for awhile</div> well, i've got a great idea for a map, i think. either i'll map it or someone else can, but it's all about the mood. if the mood gets screwed up, the map is useless. the marines start off in a corner of the map, with an easily defensible base. the aliens have three hives (surprise!!!) in the other four corners, possibly making the opposite corner's hive right in the center for balancing reasons. anyway, what makes this map different is the fact that the only real way for the marines to get to a hive is by riding a train. the train moves too fast for anyone without a jp to jump back onto if they fall off, and there are vents running along the sides of each train hallway. these vents open up to the train hallway every ten feet or so, allowing massive numbers of skulk ambush spots to take advantage of. i'll need to go get worldcraft, throw together a wad, find working textures, learn to make a train... please let me know if anyone else is willing to do it, before i get started on my first serious map. oh... the train speed can't be controlled. that's essential. you need to ride it in all the way, and take all the little surprises that wait for you along the way.

Comments

  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    Interesting idea, it wouldn't become offical( the 3 hives thing) But it would be a fun custom map. mmmmm.... marine burger with side of train engine....WTH? I'm a bit weird... oh well, good luck with your map.
  • drummingpariahdrummingpariah Join Date: 2003-05-14 Member: 16300Members
    thanks a bunch, and btw why wouldn't it become official? i only took a quick look at the guidelines, and i've been looking through for them again for the past half hour! i don't know why i can't find them, but i think it's because i'm looking too hard.

    "hmmm... upgrades."
    -neo
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    the idea in theory is great...


    a nice idea would be 4 trains one to go to each thing... and yeh make lots of cutouts in the train.. so for i.e a stand where one marine could sit up top and gun as it moves along..

    very nice idea.. i'd like to see this one develop <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    func_trains don't work well over the internet (due toLag) and have a tendancy to turn invisible in NS when they move away form their starting point.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    click the link in my sig (making maps)

    then after you read the main guide, then progress through the links, and see if what you want is at any of them

    amckern
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <a href='http://www.natural-selection.org/MappingGuidelines.htm' target='_blank'>http://www.natural-selection.org/MappingGuidelines.htm</a>

    Now, for the idea. I think it's good in theory, I just REALLY want to stress one point. Make the train track area a func_nobuild! Otherwise a good gorge will build the train into place. The only alternative I see (I'm thinking while I'm writing), is to have the train do damage, like the doors in ns_nancy. I can't think, off the top of my head, how to get it that way, but yeah, that would also damage (or more likely kill) any marines/aliens in front of the train. That could be more realistic, but it would also suck for marines who are hoofin it down the tunnel, and an alien hits the train switch........POW!! 'rineburgers.
  • Little_HunterLittle_Hunter Join Date: 2003-01-26 Member: 12793Members, Constellation
    <!--QuoteBegin--ChromeAngel+May 15 2003, 04:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ May 15 2003, 04:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> func_trains don't work well over the internet (due toLag) and have a tendancy to turn invisible in NS when they move away form their starting point. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They do? Uh-oh, I'm using some func_track_trains in my map (ns_mines) to make the mine carts that go back and forth between parts of the map. They just go back and forth between each side and wait to be triggered by a switch again. Will they not work in ns? I havn't tried compiling the map yet, so I don't know for sure.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--fo sheezy my neezy+May 15 2003, 09:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (fo sheezy my neezy @ May 15 2003, 09:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make the train track area a func_nobuild! Otherwise a good gorge will build the train into place. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I thought that func_nobuild didn't affect alien building, only marines. That's what the mapping guidelines seem to indicate. So that wouldn't stop a gorge from building - you have to make it do damage to avoid that problem.
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