Void, Power node, and Space suggestions?

Discussion in 'Mapping Questions & Discussion' started by MoonFox, Dec 5, 2015.

  1. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    Well, I've started laying out a majority of ctf_atlas via brushwork and certain props. I'm curious on what makes a space map feel spacey? I may not be asking the question correctly, but how do I make the player feel they are truly above an abyss, with the only thing saving you is a foot (at least) of metal under their feet?

    Now side note, looking under the game type and point type on item_teamflag. I'm curious on how to make the flag needed to activate territory control systems, so a team can slowly charge up a firing mechanism on the final point. I have 3 points to be contested, and finally the derelict bridge into oblivion. The question being on how to make capture points run normally, but only cap if a carrier is present like what is seen on sd_doomsday. I know the flag can be rigged to capture points on contact with a capture zone, but I want it to be faceted in time to actually install a power node, and the other team can do the opposite and rip the node out of the item of contest. There doesn't appear to be anything on the "Flag Based Goal Systems" page on the Valve Developer page.

    Next question (edit): is it possible to have team specific announcers? lets say a man reads announcements for Red, while a robotic voice reads them for Blu.
     
    Last edited: Dec 5, 2015
  2. Vel0city

    aa Vel0city func_fish

    Messages:
    1,931
    Positive Ratings:
    1,540
    You can try the Asteroid materials for the spacey feel, or create a custom skybox with an actual _dn material, so you can make the skybox go around the entire map instead of just nodrawing the bottom part of the skybox box.

    As for the other stuff, that's out of my ballpark.
     
    • Thanks Thanks x 1
  3. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    well thanks, do you know how to make a skybox? I'm using skylab_01
     
  4. Vel0city

    aa Vel0city func_fish

    Messages:
    1,931
    Positive Ratings:
    1,540
    No clue at all. I'm not a graphical artist, but I'm sure there are dozens of tutorials on how to do it.
     
  5. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    update: added new question
     
  6. DioJoestar

    DioJoestar L2: Junior Member

    Messages:
    63
    Positive Ratings:
    149
    I can recompile this model for you if you want to use it.
    [​IMG]
     
  7. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    ooo, what is it? (I am currently waiting on sdk to update so I can start making a plasma cell particle for generator room territory)
     
  8. DioJoestar

    DioJoestar L2: Junior Member

    Messages:
    63
    Positive Ratings:
    149
    An animated void/vortex for the skybox.
     
  9. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    http://tf2maps.net/resources/sky_skylab_01.378/

    this is what skybox I'm currently using. I may take the model into consideration, if I can get a reasonable reason to do (actually, I'm currently playing around with my light, and I think I'm gonna see if I can make reason for light sourcing. if not, I'm just gonna have to be smart with light and light spots
     
  10. henke37

    aa henke37

    Messages:
    1,932
    Positive Ratings:
    456
    As for the capture, check out how sd maps do it.
     
  11. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    alright, will do
     
  12. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    okay, i have open the particle editor for sdk 2007
    anyone more experienced with it, please respond (does it act like an animation string?)

    edit: i think I've figure it out
     
    Last edited: Dec 5, 2015
  13. Exactol

    aa Exactol Certified Hammer Hacker

    Messages:
    401
    Positive Ratings:
    466
    If you need particle help, I'm decent
     
  14. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    i remembered that i am still building brush works, and well particles is more a late alpha thing/
     
  15. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    anyone else got suggestions or want to add in?
     
  16. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    @DioJoestar I've decided to take the offer up on the vortex model

    and for anyone else interested, I have a shortlist of custom models/particles/effects
    particles/effects
    -shooting star
    -plasma trail
    -plasma column, and electricity

    models:
    -space mining vehicles
    - drill
    - escavator
    - crane?

    edit: I am still planning areas out, this is for the future, this list may grow or shrink depending on what happens.
     
  17. Kraken

    Kraken Few more zeros and ones for the site to proccess

    Messages:
    434
    Positive Ratings:
    115
  18. DioJoestar

    DioJoestar L2: Junior Member

    Messages:
    63
    Positive Ratings:
    149
    • Thanks Thanks x 1
  19. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    Thank you all, I'd love to pull them up, as of posting... I am heading to the ER... So I will be down a few days... Or not at all, depending on the results


    Edit: FREEEEEEDOOOOOM! I am good
     
    Last edited: Dec 7, 2015
  20. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72