I Have An Idea For A Map....
end3r_wigg3ns
Join Date: 2003-10-29 Member: 22106Members
<div class="IPBDescription">tell me what you think.</div> <b>NS_SST</b>
<b>By: End3r_wigg3ns</b>
<b>About:</b> I got this idea from the *Starship Troopers Movie* and playing the Starship Troopers maps on Starcraft where the Marines are based inside an outpost and they have to fight off the attacking alien forces. The marines will have to leave and also protect there base located inside the outpost at the same time and the aliens will have to move in on the marines base and kill everything. The Aliens base will be in the surrounding forest so they can attack from all directions. the outpost will have doors that can be welded shut to limit the number of entrances, and there can be some weak points on the outpost walls and towers.
<b>setting</b> A Forest On A remote planet, The reason for that is the tree's and rocks and other forest debris shoulc provide good cover for the hives and make good vis blockers.
<b>resouces</b> i havent put much thought into how that will go over.
<b>Final Comments</b> i am leaving this idea open to anyone who wants to use it because i cant map worth a nickle. but i would like to see the finished product if it is ever made. sorry if it is too confusing cause i was thinking it up in math class.
Email me at: t.tanner@cywh.com
<b>By: End3r_wigg3ns</b>
<b>About:</b> I got this idea from the *Starship Troopers Movie* and playing the Starship Troopers maps on Starcraft where the Marines are based inside an outpost and they have to fight off the attacking alien forces. The marines will have to leave and also protect there base located inside the outpost at the same time and the aliens will have to move in on the marines base and kill everything. The Aliens base will be in the surrounding forest so they can attack from all directions. the outpost will have doors that can be welded shut to limit the number of entrances, and there can be some weak points on the outpost walls and towers.
<b>setting</b> A Forest On A remote planet, The reason for that is the tree's and rocks and other forest debris shoulc provide good cover for the hives and make good vis blockers.
<b>resouces</b> i havent put much thought into how that will go over.
<b>Final Comments</b> i am leaving this idea open to anyone who wants to use it because i cant map worth a nickle. but i would like to see the finished product if it is ever made. sorry if it is too confusing cause i was thinking it up in math class.
Email me at: t.tanner@cywh.com
Comments
But.. go for it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
cant he just make the ske passble? or put sum sort of unclimable barrier? (a model maybe?)
So your idea is not that original ^^
The forest is hard to do.
so i decided to use desert...
look at the movie starshiptroopers, and you'll recognise the scene.
They used to -- changed for 2.1
sup jordan...i figured u would figure out who i was.
Edit: I believe it is spelled Wiggin, and in any case, I need to reread those books.
NS_Battle_School
but when i think back to the book it would be darn near impossible to recreate the battle school unless we had a bunch of peps who have read the series and kinda have an idea of what the battle school or the "Eros" the giant Astroid with a old bugger base on it.
the forest is vis-blocked by some cliffs to the top of the level where
the sky is clipped with trigger_pushes that point down.
The forest itself would have to consist of models (smooth shading, fast compiles) of several trees and bushes that fill up a large area (like 512x512) so you don't waste too many entities.
The entity visibility distance would have to be reduced to 800 units or so because you would else see a lot of polys from all that trees. This looks bad though because you can't have fog in NS unless you can waste some entities for it.
The alien rush would be an animated model with hundreds of fake skulks coming in from all sides to confuse the marines. It might not be very funny for the marines though to shoot ghost skulks and waste their ammo on nothing. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Like in the movie the attack starts a few minutes into the game and might be stopped again to give the marines some time to relax and prepare for the next animated rush that the alien team can hide in.
All in all the result will not be very pleasing, you need a good modeler and have good knowledge of visibility blocking and r_speeds. In exchange you have an amazing new gameplay with old tools.
What annoys me most is that there is no env_fog. Else I would have tried it. But this kind of level can never look good without fog.
(The 'native' Half-Life solution would be TRANS* textures that create geometry that is passable and still blocks vis without the use of extra entities. I believe dod_ardennes used this. Well these textures basically would be a picture of the forrest that you can go through.)