Author Topic: Ship ideas and question.  (Read 6377 times)

Shadowgandor

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Ship ideas and question.
« on: February 04, 2008, 06:58:44 pm »
Hey, it's me again.
Right now, I'm making a map and the theme is a cargo ship that was supposed to move alien 'specimen' to some colony for research, but after a system failure, the aliens got free and are now slaughtering the humans.
The map will have lots of places where dretches can move through and catch humans by surprise, but bigger aliens might have a problem in the longer parts of the halls.
I did this on purpose, as a test. It's my first map so expect nothing from it.

Anyway, anyone have any good space ship textures? And what kind of textures should be used for the interior of a ship? I personally am thinking of a dark metallic texture with doors with a number or something on them. Texturing everything with a dark metallic texture would be kinda boring but I've got no idea what more I could use. I'm using 'e6cyb0rpipes' from arachnid2 for the 'vents'. Any help on the rest of the ship?


The second question: is it possible to make lights go on and off? Like some kind of loose wire still flickering from the electricity?


I hope I made my questions clear :)


Shadowgandor

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Re: Ship ideas and question.
« Reply #2 on: February 04, 2008, 08:29:13 pm »
Thanks, I'll take a look at them tomorrow :)

I'm guessing the flickering lights aren't possible?:(

TRaK

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Re: Ship ideas and question.
« Reply #3 on: February 04, 2008, 08:34:37 pm »
Flickering lights are possible. http://www.splashdamage.com/forums/viewtopic.php?t=2322

I don't know much about them, but that's a start.

Also, please don't overuse the cyborpipes texture. It's already overused in other maps and it looks really awful if used over a large area. For a vent, I don't think it would look good at all. Just my opinion.

Lava Croft

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Re: Ship ideas and question.
« Reply #4 on: February 04, 2008, 08:37:38 pm »

Shadowgandor

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Re: Ship ideas and question.
« Reply #5 on: February 05, 2008, 08:58:11 am »
Flickering lights are possible. http://www.splashdamage.com/forums/viewtopic.php?t=2322
Also, please don't overuse the cyborpipes texture. It's already overused in other maps and it looks really awful if used over a large area. For a vent, I don't think it would look good at all. Just my opinion.

I was just testing out some of the possible choices and I was kinda surprised that the cyborpipes actually looked pretty well, I'll post a pic of it when I get home.
I'm more worried about the rest of the textures to be honest ^^

Shadowgandor

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Re: Ship ideas and question.
« Reply #6 on: February 05, 2008, 02:28:37 pm »



Shadowgandor

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Re: Ship ideas and question.
« Reply #7 on: February 05, 2008, 04:17:02 pm »
@TRaK

I've used the speedtech texture set. Might be able to do something with that :D
Thanks for the links ;)

@ Lava

Never played system shock 2, so I don't really know about the architecture of the lvls/maps and based off from the pics, I can't really see much. Still, thanks :)

Lava Croft

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Re: Ship ideas and question.
« Reply #8 on: February 07, 2008, 12:26:02 pm »
System Shock 2 is the single best representation of a spaceship in gaming history.

Taiyo.uk

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Re: Ship ideas and question.
« Reply #9 on: February 07, 2008, 01:40:58 pm »
*img*
Just because it's a texture doesn't mean it's not pipespam!  ;)

IMHO cyborbpipes works well for behind the odd loose panel here and there and other small "under the covers" areas, but I have yet to see a map where it works well as a main texture.

Shadowgandor

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Re: Ship ideas and question.
« Reply #10 on: February 07, 2008, 05:11:59 pm »
I might change it, but I'll wait for the flames to come when my map has reached beta, it's alpha now and I'd rather keep it for myself atm :P
You're prob right, seeing how you're an experienced mapper and I'm a total newbie but it's just something I want to try out.
« Last Edit: February 07, 2008, 05:17:57 pm by Shadowgandor »

CreatureofHell

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Re: Ship ideas and question.
« Reply #11 on: February 07, 2008, 06:27:25 pm »
I advise, if you use the cyborpipes, to not use it as a floor in that vent. You don't see people walkng well on random knobbly pipes.  ;)
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

Shadowgandor

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Re: Ship ideas and question.
« Reply #12 on: February 07, 2008, 06:42:49 pm »
Haha, how about dretches?xD
Anyway, it's a vent only accesible by dretches, atleast, I hope so xD.
The idea was that the dretches can use the 'holes' they bit and cut through the wires to move around the ship faster and safer then everything bigger then a dretch can.
I'll see how playtesting goes, if people camp the 'vents', making it impossible for humasn to reach them, I might add a button triggering 'damage', doing 24 damage. I'll time it so that once the dretch reaches 22 hp, the button gets active again, getting the ability to push it agian. The problem is, this could be spammed.

maxell

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Re: Ship ideas and question.
« Reply #13 on: February 10, 2008, 08:19:57 am »
i was thinking while reading the tpoic that you could add some containers oustisde like on the deack and put some weapon models in it or things like that and it would be even better if you make it give you ammo =)
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

Shadowgandor

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Re: Ship ideas and question.
« Reply #14 on: February 10, 2008, 04:29:23 pm »
Well, this is my first map and I try to keep it simple, for the time being. I've made it so that the om starts in a busted box, with splinters lying in front of it and one of the eggs placed inside a box.
I might add more, currently working on a cockpit (sp :P), but even that is beyond my abilities :(

Taiyo.uk

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Re: Ship ideas and question.
« Reply #15 on: February 10, 2008, 06:51:09 pm »
Well, this is my first map and I try to keep it simple, for the time being. I've made it so that the om starts in a busted box, with splinters lying in front of it and one of the eggs placed inside a box.
As in the aliens broke out from the boxes they were contained in? How about some kind of "bio-stasis" containers like the cloning capsules in TRaK's Eden map?

Quote from: Shadowgandor
but even that is beyond my abilities :(
It was beyond every pro mapper's abilities once.

General spaceship suggestions:

Include recognisable components of a spaceship - engine/plant rooms, crew quarters, etc.
Design a layout that suggests a vessel of sorts, e.g. most are symmetrical.
Windows that show enough of the exterior of the ship to reveal it's overall shape may go a long way to creating the desired effect. Keep the internal layout faithful to the visible shape.

CreatureofHell

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Re: Ship ideas and question.
« Reply #16 on: February 10, 2008, 11:20:40 pm »
Lockdown in the cockpit? Saves a lot of work... :-\
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good