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#166 (permalink) |
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Join Date: Sep 2006
Posts: 263
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Re: TGNS Map Making Team
You resize all those textures? the starting grid when you turn on hammer is way to large, i've found that out myself >.< its alot easier to make your room smaller then to have huge textures. I can't tell if you have or not just sayin
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#167 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: TGNS Map Making Team
Captains Log: 28, August, 2043 - Audio Recording from Fleeing Marines - The workers at P3X-297 never really noticed when the mineshaft they had closed started to dampen and cringe in the darkness. There hadn’t been anyone down there for so long most people forgot that section of the complex was still there. P3X-297 was originally a mining facility specializing in mining Eurathalite, a common ore used in manufacturing synthetic metals. When the Kharaa overrun the complex, we were sent for the cleanup. Normal supplies were issued, it felt like it would be just another mission, but we didn’t know that it wouldn’t. The Kharaa were using a new ability they had recently gained. We all called it burrowing. The aliens were actually digging through the walls of the complex because most of it was rock. Tunnels covered the darkened areas of the complex, so we really had no idea where to expect the alien attack. Before we even moved from our entry point we were surrounded. Those damned fades were blinking in and out so fast we couldn’t keep up. Damned General only sent 6 of us. We were out-numbered from the start. Whoever they send next time better be ready. You’re up against Hell when you’re fighting on this terrain. The door to this room is steadily being beaten on by Oni. I doubt I’ll be here much… damn it! They’ve broken in! …… End Log
General: Your mission, Marines, is to infiltrate the complex and reclaim our mining facility. This is one of 3 facilities in this galaxy. We’ve lost control of the other two, and this is our last chance of getting any more Eurathalite. We MUST retake the complex. I want rocks, guys. Rocks, caverns, and pipes. There are basically two sections to the map. When leaving MS, if you go right, you’ll enter the Refining section of the complex. It’s more elevated than the rest of the map, so you’re going to want less rocks, and more pipes/catwalks. When you exit from the left side out of base (the side I’m working on), you’ll enter the Mining section of the complex. This is where we’ll see a lot of Geographical studying, surveying, and mining. The three hives are sectioned separately. I’m doing the Mineshaft hive, the original point that the aliens gained control of. The spawning ground, if you will. The other two hives will be Water Purification and Mineral Processing. Water Purification will be located on the Processing side of the map. Mineshaft will be located on the Mining side of the map. Mineral Processing will be located between the two other hives. If you are leaving MS and going straight, towards the middle of the map, you will follow a complex array of hallways that lead through a few rooms and to the Cafeteria, where double will be located. If you’re leaving north, towards the Processing side of the map, you’re going to see more factory like environments, as opposed to leaving south, towards the Mining side of the map, where you’ll see more of a rocky, dug out environment. The entire map should be covered in steam pipes. We’re going to try to make the map look as if it’s running of steam. The elevators, and doors, should all have steam releases when they open and close. Pneumatics, if you will, will control the entire map. The steam pipes are VERY IMPORTANT. The mining side of the map should incorporate toggled conveyor belts, and lifts of all kinds. Few doorways will be seen on this side of the map, and will be replaced by openings in the walls, and shorter corridors. The processing side of the map will incorporate more doorways and elevators. Some conveyor belts can be used, but not nearly as many as the other side. Rooms such as Power Generation, Ore Stabilization, and Steam Controls should be located on the processing side of the map. Rooms such as Ore Lifting, Geographical Surveying, and Blasting Pits should be located on the mining side of the map. Rooms such as the Cafeteria, Crew Quarters, and Medical Bay should be located in the center of the map. These are all just ideas for rooms, I’m not saying that the rooms have to be based, or named, by these examples. This should provide some clarification. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#168 (permalink) |
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Join Date: Sep 2006
Posts: 263
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Re: TGNS Map Making Team
Very, hmm maybe i should have some steam comin out of my pipes in ReadyRoom... ofcourse more entities should be conserved for actual map.
I think a working conveyor belt would be fun to make, it wouldn't be to hard. As for Pneumatics, that would be a little harder. Remeber in this verison of hammer doesn't let you tie 2 entities together. Perhaps if you group to the bottom to the flat elevator it would move with it, i'm entierly not sure.... My thought of double (It won't be now, i love a Cafeteria double) I was gonna do something like 'Ore Testing' or 'Ore sampling' it would basicly be a room with a few entrances that has 1 conveyor belt leading from a higher area into this room, they would drop down into a 'furnase' or whatever they wish to store / process it and it would contain a few tables and look sciency... Basicly they would be 'quality control' they would take samples of the processed ore coming in from shipping tunnels (Or whatever) and then test and insure the quality of the Ore. Was just a thought, but i drew it all out and it would be a nice evil place with raised areas around the walls (Possibly Rounded) and perhaps have some upward hallways coming from it. Also i was thinking of including a big pipe with a hole in it that the aliens had 'chewed' or broken though, this pipe could perhaps be some ventilation equipment for the machinery, or something. Another thing i'd think of was to have the center of the room (Center ish) have railing and a big door, i'm assuming that the aliens have disabled / shut down production so this big door in the floor would open up to perhaps molten liquid or a big pipe. I was thinking of a switch controling it with red flashing lights near the convery belt to war you that its opening. Ok, its 1:16 AM, i'm tired and i'm sure typing horribly lol... Any way, ready room is close to making me happy (I have changed some stuff around since Irish_Pirate suggestions and it looks alot better) I'll bring on the screen shots soon i guess... |
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#169 (permalink) |
![]() Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 1,107
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Re: TGNS Map Making Team
I could adapt my hallway to your wants YerMom. I could include stairs to make it that elevated hallway to the first hive. I could take out the veil computer screen and instead put in a resource nozzle. I could put up vertical pipes in the corners with steam coming out. I could make it a T junction, J turn, or even U bend. Let me know if you like one of my ideas and I'll get started right away.
-Sirusblk
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#170 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: TGNS Map Making Team
You have to remember, Sirus, this isn't just my map. Your ideas and your contributions are what makes this a community map. Be creative, but fit the theme. I'm only setting down guidelines as to the theme, not creativity limitations.
Do whatever, and we'll find a place for it. If we can't, then there will be more maps to come, and we'll place it there. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#171 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: TGNS Map Making Team
I really like the idea of steam. If my fog effect works it will be perfect for 'leaked steam' floating along the ground. I don't want to get hopes up because fog is notoriously difficult to handle in half-life.
I've been very lazy in terms of setting up for compiling, there is really no reason for me to not have tested the fog yet. I'll probably get around to it tomorrow. EDIT: My hive also includes lots of pipes of course. If you want to go with the idea of the map being steam powered I suggest having a weldable in my hive that does something in a neighboring room in terms of power (turning it on or off). If you know what rooms will be near by I can send an apropriate pipe and weldable in that direction. |
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#173 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 5,159
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Re: TGNS Map Making Team
i have an idea for that, i know in various HL mods and games, there are breakable rocks. perhaps to latch onto the tunneling idea, make some tunnels that are filled with rocks that skulks have to chew through.
also, since its a mining facility, a suggestion for a hive area might be "The Void", which would essentially be a cave located at the bottom of the complex (once again, following the storyline). if possible, put in stalagmites and such, even rock pillars...could look something like this: http://www.derbyshireguide.co.uk/tra...ges/cavern.jpg and perhaps a large circular rock hallway to get in for rines, to indicate that large minign equipment was used to tunnel in like this: http://fhapgood.fastmail.fm/graphics/metro-cavern.jpg just a suggestion...maybe for another map...i dunno.
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#175 (permalink) | |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: TGNS Map Making Team
Quote:
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#176 (permalink) |
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Join Date: Sep 2006
Posts: 263
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Re: TGNS Map Making Team
Where do we get that though? i could not find that sprite in my hammer, and when i tried directing it to the NS one it errored my map up, would i have to move it over to hammer but then won't people have to DL it? i don't really know its why i'm askin =(
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