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Kouji_San
QUOTE
Progress indicator: beta5 has been released
This post will keep updating during progress...

QUOTE
Current version: version2 beta5 (v2b5)
ns1.04 version: 104a


This map is a revised version of the old one, which can be found here: Old Achio Thread

Most important map features:
  • Unique gameplay additions:
    • Hives based bacterium lockdown resnodes
    • Weldable resnode
    • Alien only trough wall teleporter, similar to the movement chamber
    • Two button security door
  • The map is moddeled to resemble a realistic ship layout as close as possible
  • Huge external views of the ships external hull
  • Story based custom sky texture, the frigate TSA Cerberus is seen on the skybox
  • The readyroom is actually inside the frigate TSA Cerberus, which is a followup combat map
  • A dropship in the readyroom, which is also present in the marinestart. Linking them together
Media:







Released versions:
  • Tribute release ns_achio_104a release date, Sept-06-2007:
    Features:
    - This map is the same as v2b5, yet it has been made compatible with Bry's ns 1.04
    - All the unique features mentioned above still work in ns1.04

    Ugly ns1.04 minimap included biggrin-fix.gif (too bad the new 3.x minimaps don't work though)

    Mirror Hosted by Bry's NS Server

  • ns_achio_v2b5 release date, Jul-26-2007:
    Most important additions/fixes:
    - The map is now compatible with NS 3.2 (transparant minimaps included)
    - The aft alien trough wall teleporter is now only useable when the aft engine hive is alive (thanks puzl for fixing the hive targetondeath)
    Minimap

    Mirror Hosted by Addon DB
    Mirror Hosted by Bry's NS Server
    Mirror hosted by home.nl

  • ns_achio_v2b4 release date, Dec-26-2006:
    Post release issue found:
    There are three typos in the .res file, the lines:

    sprites/minimaps/ns_achio_v2b3.spr
    sprites/minimaps/ns_achio_v2b3_labelled.spr
    maps/ns_achio_v2b3.txt

    should be v2b4, also keep in mind that this map is not yet fully compatible with 3.2. Actually the map itself is, but the minimap file names aren't updated yet. I'm going to release v2b5 soon to fix this issue along with some other things...

    Furthermore the line "sprites/ns_achio/flare2.spr" should be removed from the .res file as it was a sprite introduced in v2b3, but that sprite never got into the final version of beta3.

    Mostly gameplay tweaks
    - New gameplay addition: Finally the addition of a true weldable resnode
    - Fixed the sinking building bug with a func_nobuild in the infested hallway at Port Generator
    Minimap

    Mirror Hosted by Bry's NS Server
    Mirror Hosted by File Front
    Mirror hosted by Half-Life 2 Files
    Mirror hosted by home.nl

  • ns_achio_v2b3 release date, Dec-21-2006:
    Most important additions/fixes:
    - New gameplay addition: Hives Based Bacterium Lockdown Resnodes, information included in readme
    - New gameplay addition: Alien only trough wall teleporter at aft engine, information included in readme
    - 5 new weldables (total of 6)
    - Port ION-Cannon has an initially marine only resnode due to weldable
    - Fixed siege issue at Port Material Displacement Core
    Minimap

    Mirror hosted by Half-Life 2 Files
    Mirror hosted by home.nl
    Mirror hosted by The Mr.MEN Gaming Community

  • ns_achio_v2b2 release date, Nov-02-2006:
    Huge optimisation/bugfix/addition update
    Minimap

    Mirror Hosted by Addon DB
    Mirror Hosted by Bry's NS Server
    Mirror Hosted by Half-Life 2 Files
    Mirror Hosted by home.nl

  • ns_achio_v2b1 release date, Oct-06-2006:
    First public release
    Minimap

    Mirror Hosted by Bry's NS Server
    Mirror Hosted by Number-7
    Mirror Hosted by home.nl

QUOTE
Game type: Classic
Layout: Semi "horizontal" symmetrical: Hallways and some rooms would be slightly different due to being on different levels, it'll try to simulate a true battleship layout
Map class: Serious
Size: Large
Env_gamma: 1.6
Resnodecount: 12
- 3x Hive based resnode, bacterium lockdown
- 1x Initially marine only, due to weldable
- 2x For Doubleres
- 6x Troughout map
Mission briefing: Link1 , Link2

Map areas:
    • Marine start:
      • Loading bay
    • Hives:
      • Starboard generator
      • Port generator
      • Aft engine
    • Starboard engine
    • Port ION cannon
    • H-junction
    • Lockerroom
    • Bridge
    • Mess Hall
    • Water Cleansing
    • Computer core, double res with a 2 button security door
    • Port material displacement core
    • Molecular gravity modifier, with "golden" pipes going to the inaccessible port engine
    • Cargo Transfer S1-B
    • Cargo Transfer S1-A


A science fiction about the ship it's propulsion system:
The ship uses a new kind of propulsion system called gravity displacement. In simple terms the system uses the ships own mass cores to gain momentum. The mass cores consist of very heavy iron balls the size of a truck rotating near the speed of light suspended inside a magnetic field, The result of the mass stress on the ball it's molecules will turn these balls effectively into a micro white hole, the opposite of a black hole. So instead of pulling things with it's gravity it expels gravity. This is controlled by the current of the magnetic field, so get the current wrong and you have a problem on your hands

The energy gained by this mass/gravity extraction is called black mass, which consists of gravity fields. The gravity fields will be broken up into molecules using a nanite particle accelerator. The mass core and nanite particle accelerator are located in front of the engine compartments.

The nanite particle accelerator bombards the molecules with nanites to reprograms the molecules their magnetic properties to be positive. After they have run trough the process they are then pushed into the engine under superheated pressure trough the 'gold colored pipes', since the pipes are ionized they won't get warm at all, this is for crew safety.

In the front part of each engine module there are positive magnets, they push the now positive molecules towards the nozzles and this momentum under very high pressure will push the ship forward. The exhaust will look like a greenish glowing light beam.

A small joke about this can be made. The scientists who designed this system could not answer the simple question "why are these beams green?"

So in short, it's kind of a mag-lev train with the tracks built-in

Note:
This is Achio revised, I started this map ages ago to fix many of the things wrong with the original Achio. Things which changed/were fixed compared to the old achio:
  • Lack of cover/large open spaces trougout the map and hallways
  • Overstressing the engine resources used (lag on slower pc�s and overall netlag)
  • The style and texturing used
  • Added more detail troughout the map
The layout is roughly the same, but the size of the map is smaller. Also everything has been tweaked to resemble an actual space ship, with levels (or decks). The hallways bend around architecture which would be located on the different levels, but extend into the lower or higher levels.

I gave the lighting a complete revision. With the use of more contrasting and more colorful lights. This was to counter the washed out look the old Achio had.
Spacer
Perhaps you should whip up an infested light texture? Having bright orange stripes in the middle of infestation looks kinda weird. Still looking awesome though biggrin-fix.gif.
Naigel
wow.gif
Swiftspear
Looks absolutly incredible. The bright orange stripes seem a little out of place for the feel of the old achio (large decrepid and industrial) but I am intersted to see how they work in this one. You really need an infested light texture for the hive though. Even if it means just some real scratched up plating and what not. They look way to clean in the hive location like that.

[edit] keep in mind, you need a certian ammount of flatness to drop structures as a marine... you should always have some flat ground in a hive location, even if it isn't ground level/requires creative placement.
Lt_Gravity
not bad. but thee green crystals seems to barely emit any light. looks pretty weird. what about the other locations?
Kouji_San
Thinking of turning the green crystals into the same yellowish types also seen on the floor. The yellowish crystal look nicer IMO

I'm going to try and fix the lights in the infestation with an overlay texture, the solid infestion textures should have a nice effect I think. Got to fix them first though since there is a lot of blue which doesn't turn invisible (I think I might have the fixed version in the old achio wad *goes of to check* )

Old screenshots are in the post you screenshots thread, but since they are externally linked here's a link
Steel_Troll
O<>M<>G wow.gif


Oh and leave the green, looks nice imo
Lt.Realness
holy mother of a...this awesome! I really like the lightning effects around the hive! this is something we never had before like that =)
nogoodnickname
woah
KungFuDiscoMonkey
I like the green crystals, they just need to difuse more light around instead of just the imediate area around the light source.
moultano
looks phat. I'd take out the orange lights behind the pipes though, the ones that go horizontally. Used in 1 too many places IMO. I'm worried that you are going to run out of clipnodes halfway through the map with those curved pipes, but they do look damn sexy.
BulletHead
Oh Em Gee must be the hax
Kouji_San
I left the green crystals in the map and increased the area of light arround them. Also put a texture overlay on the engine lights located underneath on the bacterium.


@moultano:
The lights are already gone in the latest compile, I also thought it was all to much of that orange. And I have put them pipes under the restriction of the clip texture police tounge.gif

@BulletHead:
saywah o.O

Working on it some more since I'm not satisfied with the lighting of the current compiled version. Also I made a small booboo, read on -->

I haven't kept mr. onos in mind when designing the entrances, they are to small. Also the ION cannon array has a very restricting movement for mr. onos. So the 'finished' areas are going to get a small overhaul.
Invader_Scoot
That's looking alsome. wink-fix.gif
N_Recoup
Kouji, once again you have proved that you are my favorite map editor. (Belgarion comes in close second).

Fantastic work! biggrin-fix.gif
Kouji_San
final version of the aft engine hive:

Closer look at a crystal, scientists are still trying to find out why they are able to emit so much light without using any visible or detectable energy. They seem to appear in otherwise very dark hives with the orange types on the ground or ceiling and the green ones usually on walls. both of them are the same crystal types but when you tilt them over 90 degrees they change color.

yeh I'm watching to much discovery, but hey at least I'm not going like 'OOOH LOOK AT THAT NAUGHTY LITTLE CRITTER' everytime I see a skulk biggrin-fix.gif

user posted image

user posted image
BulletHead
how do you make 90 degree bends like that in your pipes?

I've NEVER figured that out... 0o
Swiftspear
QUOTE (BulletHead @ Apr 11 2005, 10:23 PM)
how do you make 90 degree bends like that in your pipes?

I've NEVER figured that out... 0o

you make a 20 degree bend, and then do that a whole bunch of times.
carioca
confused-fix.gif where is the degree tool in hamer?
Lt_Gravity
QUOTE (Swiftspear @ Apr 12 2005, 01:23 AM)
QUOTE (BulletHead @ Apr 11 2005, 10:23 PM)
how do you make 90 degree bends like that in your pipes?

I've NEVER figured that out... 0o

you make a 20 degree bend, and then do that a whole bunch of times.

ehm... 30°? 15° steps can be used without getting into trouble.

and he really faked it. its just one half of the pipe which makes things much easier. looks nice anyway.

edit: and from my point of view this is the coolest hive ever. it even rocks my source hive sad-fix.gif
Kouji_San
QUOTE (carioca @ Apr 12 2005, 09:11 AM)
confused-fix.gif where is the degree tool in hamer?

It's called transform in the tools menu (shortcut ctrl+m)


Since I want this kind of detail troughout the map I can't afford to put fully round pipes there. Besides I don't think they would look much better, maybe even worse since lighting does weird things on pipe-like brushes.

Note on these pipes:
I used 45° and then a triangle (3 points) pipe to cover the gap

Working on the computer core. Well I have an idea for it's looks and architecture, now to see if 'the hammer' doesn't have anything against me today biggrin-fix.gif
teh_fatts
Both your color-changey light crystals and the discovery channel definitely rock. Aesthetically, though, one tiny thing bothers me with them... you are (perhaps unintentionally) seperating "floor" and "wall" in a space (heavy alien infestation) which is, in my mind, meant to be viewed as more "big gooey slopes o' random." Also, the "giant overused texture o' death" on the back wall in engine_a4.jpg bugs me a bit, it sticks out all the worse because the rest of your texturing is so good. I love your lighting, accent, and infestation techniques. Any chance of finishing this in time to get it into 3.1?
coris
That's the sexiest hiveroom I'm yet to see.
Kouji_San
@ teh fatts:

So you don't like the gray texture used in the back, that makes two votes against it. Also once in the post you screenshots thread. I'll have a look at some other texture to be used there, still have some unused w-poly on that side of the hive to make use of so that might help to tounge.gif

Could you explain what you mean with the 'seperating floor and wall' part? Not quite sure what to make of it biggrin-fix.gif

Maybe a small explaination (related to this perhaps) on the infestation, as I see it.

The infestation is in my mind a fleshy/gooey entity, which graduately infests a room and starts with the closest warm part of the room it enters. As you can see the engines on the port side of the room are completely infested and the bacterium is working it's way towards the starboard side of the room. Also keep in mind that this is a secondary infestation part of the map, so it's not as infested as the starboard generator will be where the infested meteorite actually hit/entered the ship.
From what I've seen in some textures the bacterium also has a harder time trying to infest light sources or computer screens, that's why I made some of the lights still visible from the engines.
moultano
QUOTE (Kouji San @ Apr 11 2005, 09:46 PM)
user posted image

Suggestion:

It looks from this shot that you started this room as a large cube and built things within it. That's a fine way of going about it, but the back wall in this shot doesn't look at all realistic despite the fact that you see very little of it. Its very clear that the infestation and the engines both end on the same flat surface. I suggest making the infestation appear to curve around some other large structure, moving the flat wall back a ways, and adding another section to the engines where they expand to fill almost the entire space. So to clarify, here's some ascii art.

CODE


Now:
_______________
|     |       --,,,
 \   /              ''--,,
  | |


My suggestion

________
|         | .|
 \       /  .|
  |     |   .|______
   \   /    '-,__
    | |            '-.
    | |                '.

Kouji_San
gotta love the alt+255 asci code tounge.gif

Thanks for that suggestion, it's kind of a bulkhead moving inwards in between the engines? Would indeed make the wall seem less flat, argh now I have to change it to in the starboard engine, oh well all for a good cause I should say tounge.gif
moultano
Actually, I didn't notice that the same engines were on the other side hidden in the infestation. In that case, what about just adding another section onto each that causes them to meet .

so like right now you have from the frontal view

CODE

_____________________
|    ____             ____     |
|  /   _    \         /   _    \  |
| |   |_|   |        |   |_|   | |
|  \_____/         \_____/  |
|                                    |
|    ____             ____     |
|  /   _    \         /   _    \   |
| |   |_|   |        |   |_|   |  |
|  \_____/         \_____/   |
|_____________________|


And you could change it to something like

CODE

______________________
|    ____     |      ____       |
|  /   _    \   |     /   _    \    |
| |   |_|   |  |     |   |_|   |   |
|  \_____/   |     \_____/    |
|_________/\___________|
|   ____      \/     ____       |
|  /   _    \    |    /   _    \    |
| |   |_|   |   |    |   |_|   |   |
|  \_____/    |    \_____/    |
|__________|___________|


where those sections in the back are sloped and larger and meet in a groin vault kinda.

From a top view

from
CODE

|    |     |    |
\   /       \   /
 | |         | |
 | |         | |

to
CODE

|         |         |
\        /\        /
 \      /  \      /
  |    |    |    |
  \   /     \   /
   | |       | |
   | |       | |
Kouji_San
Well there are even more engines then the four on the walls, this is the main/aft engine after all, there are a total of 6 engines and are setup like this (the red parts are inside the walls). But I'll have a look on how to change the flatness of that backwall
BulletHead
so... why is the engine exhaust nozzel INSIDE the ship? *blink*
BulletHead
QUOTE (Lt Gravity @ Apr 12 2005, 11:12 AM)
QUOTE (Swiftspear @ Apr 12 2005, 01:23 AM)
QUOTE (BulletHead @ Apr 11 2005, 10:23 PM)
how do you make 90 degree bends like that in your pipes?

I've NEVER figured that out... 0o

you make a 20 degree bend, and then do that a whole bunch of times.

ehm... 30°? 15° steps can be used without getting into trouble.

and he really faked it. its just one half of the pipe which makes things much easier. looks nice anyway.

edit: and from my point of view this is the coolest hive ever. it even rocks my source hive sad-fix.gif

Liar... it makes any 8 sided piipe become an invalid structure sad-fix.gif

At least, turning it 15 or 30 degrees on the z axis does sad-fix.gif


EDIT_

Oh,. Kouji, I meant the GOLD pipes

user posted image
N_Recoup
Another reason that shows why Kouji is the man with the plan! biggrin-fix.gif
Kouji_San
QUOTE (BulletHead @ Apr 13 2005, 11:26 PM)
so... why is the engine exhaust nozzel INSIDE the ship? *blink*

Well the nozzle of the exhaust isn't inside the ship, also these engines don't have the rocket blast out the back as the current rockets have. So they also don't need a bellshaped nozzle exhaust.

I also posted the way I made these pipes somwhere on page 2
QUOTE
Note on these pipes:
I used 45° and then a triangle (3 points) pipe to cover the gap


I'll add to this that you have to rotate it on the z x or y axis, depends on the way your pipes are aligned to the axis, but you'll figure it out I guess...


@Recoup:
What's a man without a plan? A plan for a day is a day lived like a man...


A science fiction about the ship it's propultion system, I'll put this all in the first post some day, I did put it in the backstory


The ship uses a new kind of propultion system called gravity displacement. In simple terms the system uses the ships own mass cores to gain momentum. The mass cores consist of very heavy iron balls the size of a truck rotating near the speed of light suspended inside a magnetic field, The result of the mass stress on the ball it's molecules will turn these balls effectively into a micro white hole, the opposite of a blackhole. So instead of pulling things with it's gravity it expells gravity. This is controlled by the current of the magnetic field, so get the current wrong and you have a problem on your hands tounge.gif

The energy gained by this mass/gravity extraction is called black mass, which consists of gravity fields. The gravity fields will be broken up into molecules using a nanite particle accelerator. The mass core and nanite particle accelerator are located in front of the engine compartments.

The nanite particle accelerator bombards the molecules with nanites to reprograms the molecules their magnetic properties to be positive. After they have run trough the process they are then pushed into the engine under superheated presure trough the 'gold colored pipes', since the pipes are ionized they won't get warm at all, this is for crew safety.

In the front part of each engine module there are positive magnets, they push the now positive molecules towards the nozzles and this momentum under very high pressure will push the ship forward. The exaust will look like a greenish glowing lightbeam.

A small joke about this can be made. The scientists who designed this system could not answer the simple question "why are these beams green?" biggrin-fix.gif

So in short, it's kind of a mag-lev train with the tracks builtin smile-fix.gif
BulletHead
? Can you show me a hammer view of the pipes then?

Cause I'm clueless as to how the heck you did those pipes... I keep getting invalid brush errors sad-fix.gif
Kouji_San
Here ya go click
N_Recoup
When I say man with the plan, I mean man with the plan to shock us all with his genius.

I've lost my talent touch. biggrin-fix.gif
BulletHead
crap that's small 0o'

I see sorta how you did it... but still no clue how you got the 45 degree one to work right... it always bugs on mine

is it cause I'm rotating it 45* on the z axis, not the y axis?
carioca
biggrin-fix.gif
bending pipes arent only rotains is mroe vertex manipulation and clip tools.
Grizzly
i love the look of this
teh_fatts
QUOTE (Kouji San @ Apr 13 2005, 12:26 PM)
@ teh fatts:

So you don't like the gray texture used in the back, that makes two votes against it. Also once in the post you screenshots thread. I'll have a look at some other texture to be used there, still have some unused w-poly on that side of the hive to make use of so that might help to tounge.gif

Could you explain what you mean with the 'seperating floor and wall' part? Not quite sure what to make of it biggrin-fix.gif

Maybe a small explaination (related to this perhaps) on the infestation, as I see it.

The infestation is in my mind a fleshy/gooey entity, which graduately infests a room and starts with the closest warm part of the room it enters. As you can see the engines on the port side of the room are completely infested and the bacterium is working it's way towards the starboard side of the room. Also keep in mind that this is a secondary infestation part of the map, so it's not as infested as the starboard generator will be where the infested meteorite actually hit/entered the ship.
From what I've seen in some textures the bacterium also has a harder time trying to infest light sources or computer screens, that's why I made some of the lights still visible from the engines.

What I'm trying to get at is related to your "fleshy, gooey entity" description. This is also how i see the infestation; by nature it should pay absolutly no attention to the cardinal directions of up/down versus sideways. I think that when one looks at infestation it should give the impression of an amorphous cavity with no real "architecture" to it. While I am absolutely googley over those beautiful spikes, having distinctly vertical and horizontal ones, and emphaizing this by changing their colors, is counter-intuitive to the nature of the creepy crud and works againt the goal of designing a mass of goo to look like it doesnt care about our human preconceptions of "top, bottom, and walls." My suggestion would either be to make them all the same color, or to spread the two colors randomly rather than dividing them using a logical order, since the infestation is illogical. But this is a big fuss over not much, and I am sorry to carry on about it... It's just difficult for me to phrase simply.

As for the back wall, I love Moultano's "groin vault" Idea, especailly if it recedes into darkness. That plus the infestation would really give this room a feeling of "there is no cube" and would really help the already awesome atmosphere in some way i cant quite phrase. Plus it would eliminate that ugly, overused texture. *wink*
Lt_Gravity
QUOTE (BulletHead @ Apr 13 2005, 04:32 PM)
QUOTE (Lt Gravity @ Apr 12 2005, 11:12 AM)
QUOTE (Swiftspear @ Apr 12 2005, 01:23 AM)
QUOTE (BulletHead @ Apr 11 2005, 10:23 PM)
how do you make 90 degree bends like that in your pipes?

I've NEVER figured that out... 0o

you make a 20 degree bend, and then do that a whole bunch of times.

ehm... 30°? 15° steps can be used without getting into trouble.

and he really faked it. its just one half of the pipe which makes things much easier. looks nice anyway.

edit: and from my point of view this is the coolest hive ever. it even rocks my source hive sad-fix.gif

Liar... it makes any 8 sided piipe become an invalid structure sad-fix.gif

At least, turning it 15 or 30 degrees on the z axis does sad-fix.gif

I just wanted to point out that it is NOT possible (at least not to my knowledge) to rotate a object exactly 20° using the hammer tools.
carioca
biggrin-fix.gif you nerver press together the control +m
modify tools ftw in hamer ^^.
Kouji_San
Computer core

This will be the double res of the map. It has 2 vent entrances, and 3 doors. One door (the large one) is activated by a dual button security system. The room can only be opened from one side. The acces hallway is shown in screenshot 3...

Ways to open the door:
2 marines/aliens
a marine commander combo, a commander can't do it alone it's to fast
a smart/capable spitting Gorge

Once the main door is open it will trigger the two other doors to open. Players will be unable to close the door during a round, maybe a mallfunction or something to give this more plausibility

Now on with the candy:

user posted image

user posted image

user posted image
carioca
biggrin-fix.gif
its os candy the monitor break and the iamge loose data =D.

edited:
wrning too much repatness white light.
solution is control+i or control+l or control+m rotate z axis 180 degrees.
put the lights focus at monitors panel controsl than ambiente.

edited 2:
could you put a overlay in that controsl to bring light for the room instead of that white lights?
Kouji_San
Yeh you probably came in when I was editing/uploading the pictures smile-fix.gif Also If you cannot see them I posted a link to all of the pictures in the first post.

[edit]
Not sure what you mean with your edit. Are your talking about the lights above the computer screens?

And yeh I'll add an overlay on those screens.
Swiftspear
Sexy. Somewhat of a gameplay nightmare, but definately sexy.
Belgarion
You know, this is the most original and refreshing new artistic style of NS map we've seen in a great long time. I am most impressed, and I think you would be hard pressed to find someone who was not. I'm quite jealous.
Grizzly
Disco :o

don't know realy, im not sure that blue fits with the other stuff on that arc, but that might be just me
SamR
Screenshots show good progress. One thing I do have quarms with however are some of the textures. Many of them appear to be stretched quite considerably, creating stripey effects. Have you considered creating a new texture that does the same job but doesn't look like it's been stretched? I'm talking about the engine hive s1+2 I think.

I do like the size of everything, nice and big. smile-fix.gif
Kouji_San
The only textures which have been enlarged quite a bit are indeed the "brownish" textures on the engines. But ingame they don't look that bad. We'll see once the map is done what the final verdict is on them will be from the community biggrin-fix.gif

The time I do have available for the revision I rather spend on creating areas, might change it in the end though, but not at the moment.
N_Recoup
Sweet! I need my clan to upload this map into rotation!
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