Author Topic: Lm Community Made Map  (Read 118576 times)

September 22, 2004, 08:17:13 PM
Reply #220

Dark

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looks good bill <3
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er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
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September 22, 2004, 08:37:36 PM
Reply #221

Satiagraha

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Interesting idea, having the CC as if it were in a crate. It makes sense though. A CC would have to be shipped there to command the marines that are sent in to eliminate the aliums.

We are the shadow that comes in the night and says "ARRR!"
"yarrr I'm gaybeard the butt pirate, and I've come to plunder yer booty!" -TAK

September 22, 2004, 09:55:53 PM
Reply #222

BobTheJanitor

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Doesn't fit thematically at all, actually. I guess we need more screenshots, and to coordinate texture sets. And let me go ahead and veto CC-in-a-box. That's a bit too off for me. Just on the floor would be fine. (I always assumed it was phased in along with the rest of the marines at game start when the marines punched through the nano-gridlock to build their first base area)

Also, dubb has managed to quite mangle the map. The righthand hive is going to go in more south and some to the east of his area, not south and west of it. Before this gets too confusing, we need to slow down and coordinate what goes where. We're running headlong into having a massive puzzle of rooms that we can't fit together.  :help:

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 23, 2004, 04:21:12 AM
Reply #223

Malevolent

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Ah the second pic gives me a much better view of what MS looks like. I like the layout.
It's twice as clear as heaven and twice as loud as reason.

September 23, 2004, 06:14:16 AM
Reply #224

Dubbilex

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  Also, dubb has managed to quite mangle the map. The righthand hive is going to go in more south and some to the east of his area, not south and west of it. Before this gets too confusing, we need to slow down and coordinate what goes where. We're running headlong into having a massive puzzle of rooms that we can't fit together.  :help:
[snapback]29469[/snapback]

To be frank with you, the reason the hive is so close to the center is because I ran out of lateral space to put it  :p   I had originally wanted it, like you said, more to the south and more to the west - but I don't think my photoshop skills are quite up to snuff with my mapping skills.  For instance - on the right side, where I updated the map, the area that I did appears far too small becuase it wouldn't fit in the layout otherwise.

That said, I don't think making these things fit together would be very difficult at all.  Even if the hallways don't line up perfectly, we can always just map extensions to the halls or just fix what we already have.  I'd be willing to help put it all together in the end becuase I have a pretty good idea of what could work.

That said again, would you rather we go back to the original, pass a single RMF around?  That way we could just start a waiting line again and the end chapters of making this map would be a helluva lot easier.

September 23, 2004, 08:47:49 AM
Reply #225

BobTheJanitor

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Well we can make it work, but it will be tricky. Siege range is the main problem to deal with. If we just start slapping in hallways haphazardly to make rooms fit together, we may end up being able to siege hives from odd and improper places. We want to make sure that the siege locations are strategically placed, and don't just crop up randomly without our knowledge. (Or we'll end up with some sort of weird double siege old hera like thing... or who knows what else) I've been saying all along that we really just need to get the geometry down and then do the texturing to make it all match up. I guess I really need to finish off my area that I'm on right now. I'll try as much as possible to get the catwalk crossover deep vent shaft room done tonight and get the rmf to bijiy so he can do his hive. Then I'll probably just start working on the central area in a seperate map file and see what I can accomplish with that.

Oh, and by the way: NO VENTS YET! I don't care where you think they should go, it will change. Rooms aren't even locked into place yet, making vents that go from one to another is just silly. Main map first, then vents.

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 23, 2004, 12:43:48 PM
Reply #226

Legionnaired

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Everyone stop right now.

What kind of scale are we working on?

My suggestion would be to grid off that layout, put hives in it, and check run times and siege ranges.

Then, define the corners, intersection points, and floor and ceiling points for each room.

Then, we need a light scheme, and a compiler that everyone will use together, so as to not screw up ambiance room to room.

I could do all of that, as well as, say, a node room or two if you guys wanted me to. Unless Bob wanted to administrate that muh.

« Last Edit: September 23, 2004, 12:44:39 PM by Legionnaired »

September 23, 2004, 03:50:59 PM
Reply #227

Mr.Bill

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heh, I knew the crate thing was iffy :)

but as for that thematically thing, whatever its means, Im guessing what you meant is it dosnt fit with the rest of the map so far the entire thing has  aboue 4 screanshots, most of which are dubbs, But As soon as I can see more of it Ill change it. its just basic for now

 
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September 23, 2004, 04:12:01 PM
Reply #228

Satiagraha

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Don't misunderstand me, Bill. I love the idea of a CC with a broken crate around it as if it came out of it. How do the CCs get there in the first place anyways? lol

I'll be fooling around with a couple rooms/hallways/whatever. If I produce anything good, I'll show everyone, maybe it'll inspire someone.

We are the shadow that comes in the night and says "ARRR!"
"yarrr I'm gaybeard the butt pirate, and I've come to plunder yer booty!" -TAK

September 23, 2004, 05:24:29 PM
Reply #229

Dubbilex

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Actually, a copy of my part was posted a few pages back.

But I just noticed that apparently it isn't hosted anymore.

I've put the BSP in another archive and will attach it in this post - if you wanna run it, hopefully you'll just be able to stick it in your maps folder and run it (as the only 'custom' wads it uses is the v_wad, which is included in the installation now anyways.)

If there's any trouble with it, just give me a holler.
« Last Edit: September 23, 2004, 05:24:49 PM by Dubb »

September 23, 2004, 06:36:45 PM
Reply #230

Mr.Bill

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thanks dubb, gives me a better idea.

On a personal note, that is crazy dark :-D

 
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September 23, 2004, 07:24:55 PM
Reply #231

Bijiy

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Design, lighting, touchup, more lighting, then finally more touch up. Tis' the way to map.

September 23, 2004, 07:36:34 PM
Reply #232

Mr.Bill

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better or worst? just changed most of the textures, but Its still a bit off ffrom dubbs, and by bit I mean lot of course :)

 
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For the win

September 23, 2004, 07:43:43 PM
Reply #233

Malevolent

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New textures make it look better, but I think we need to diverge from the norm Bill. We want our map to be different.
It's twice as clear as heaven and twice as loud as reason.

September 23, 2004, 08:05:47 PM
Reply #234

Dubbilex

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better or worst? just changed most of the textures, but Its still a bit off ffrom dubbs, and by bit I mean lot of course :)
[snapback]29529[/snapback]

Looking better already :)  I don't think I like the texture on the "pillars", but the architecture seems solid enough and the rest of the texturing seems fine.

Bill - if you want me to send you the .RMF so you can take a look at the inner workings, I'd be more than happy to do so.  Are you up for it?

September 23, 2004, 08:07:26 PM
Reply #235

Satiagraha

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Suggested Area Names:


I tried to put some logic into this.

MS is a docking bay - the input/output of the geothermal plant. Where else would Marines show up first?

To the right is The actual raw resource gathering area. The equipment used in the plant is stored here. The actual Geothermal vent that provides the heat is also here, as is the receptor to capture the heat.

In the middle is Steam control. This is based off of what Geothermal plants are currently in RL. Heat creates steam, steam turns turbines, turbines produce power. The Steam Control room/area is basically the main junction for all the steam piping. It sends steam to the turbines.

Bottom Center is the Turbines. These are turned by steam to produce power.

to the left are the stability and regulation centers. The power produced by the turbines are regulated by running through some sort of transformer station or something to that effect.  Also here is the Stability Maintenance. This center maintains the stability of the entire plant, hence the name.

I'm undecided what I think the corner hallway RT area should be named, thus the "?"

As you can see, the plant is set up in a logical progression. From right to left, it aquires the resource, uses that resource to produce usable energy, and then formats that energy to an output. The Docking Bay is relatively centered to all the major areas, allowing access to the plant at an acceptable level.



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Bill - if you want me to send you the .RMF so you can take a look at the inner workings, I'd be more than happy to do so.  Are you up for it?
[snapback]29538[/snapback]
I too would be interested in taking a gaze at the almighty source. A bsp leaves something to be desired (mainly mobility :p)
« Last Edit: September 23, 2004, 08:11:20 PM by Satiagraha »

We are the shadow that comes in the night and says "ARRR!"
"yarrr I'm gaybeard the butt pirate, and I've come to plunder yer booty!" -TAK

September 23, 2004, 10:03:48 PM
Reply #236

BobTheJanitor

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Neat. Of course we need to keep in mind, as I keep beating this dead horse again: Geometry first! Let's just get the rooms in place and duct tape them together, THEN we can do all the prettying up and making one room look like 'nuclear chicken monitoring' and another like 'cargo silo power ventilation hive'.

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 23, 2004, 10:41:20 PM
Reply #237

Decimator

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My hive probably looks more like a thermal borehole type thing.  Stability maintenence might work for the node, but it looks more like a pipe routing room.
« Last Edit: September 23, 2004, 10:48:12 PM by Decimator »
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Alert code one.  The temperature is twenty degrees below zero.

September 23, 2004, 10:48:42 PM
Reply #238

Decimator

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Here is my current progress on my section.  Please note that I spent very little time actually texturing and lighting.  This should give you all a good idea of what I want these areas to look like though.
« Last Edit: September 23, 2004, 10:51:02 PM by Decimator »
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Alert code one.  The temperature is twenty degrees below zero.

September 23, 2004, 11:16:28 PM
Reply #239

Bijiy

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I'm thinking of calling my hive "Cargo Processing", you'll understand why once I post screens later.