• sb_atlantis - Stargate Atlantis Spacebuild 3 map (WIP)
    652 replies, posted
ye please remove the gate inside and make the jumper hangar doors bigger
[QUOTE=bunglist;18102672]I just got Micropro's permission to use his Ancient DHD, consoles and screens! [url]http://www.facepunch.com/showthread.php?t=636290[/url] [img_thumb]http://img359.imageshack.us/img359/2261/gmconstruct0135wa6.jpg[/img_thumb][/QUOTE] Incoming awesome! :v:
I really love this map. Based on hammer's constraints, you theoretically could fit a full 1:1 Atlantis inside hammer.
Can't wait! T'will be awesome to have massive NPC fights inside the hanger bay, with the stargate SWEPS!
[b]New beta![/b] Now with: * Raised ceiling in Jumper Bay, * Enlarged Jumper Bay door to gateroom * New iris door in Jumper Bay ceiling for access to outside * Several ancient screens, a console and a DHD courtesy of Micropro (placed for display at the moment) * Removed fake stargate to allow space for a player-placed gate (will add gatespawner script later) [b][u]Download sb_atlantis beta 8p[/u][/b] [url]http://bunglist.ukgamers.com/maps/sb_atlantis_b08p.zip[/url] [QUOTE=Lord Hayden;18105571]Love Version 4. If you need any help just ask me, I would be more then happy to help. (Not textures though...NEVER ask me for textures...)[/QUOTE] Thanks! [QUOTE=OogalaBoogal;18112146]I really love this map. Based on hammer's constraints, you theoretically could fit a full 1:1 Atlantis inside hammer.[/QUOTE] The "real" atlantis is [url=http://img26.imageshack.us/img26/2863/88xx.png]over 3 kilometers across[/url] ([url=http://forums.spacebattles.com/showthread.php?t=89917]almost 2 miles[/url]) and the Hammer grid is a little over 800 meters across, so I do have to adjust the scale a bit to fit, but I'm trying to adjust in a way that doesn't appear obvious. HL2 maps look quite strange with real-world measurements anyway as the player is only 4' 6" tall! One change I have had to make is to move the gateroom to the top of the tower instead of 3/4 of the way up as in the TV show, but only MASSIVE Atlantis geeks would notice that anyway - it's now in the top of the tower, making it closer to the Jumper Bay anyway. If I made the tower wide enough to keep the gateroom in the same place as the TV show then the tower would need to be twice the size and would fill the grid and the "arms" of the city would need to go beyond the grid horizontally.
[QUOTE=Rokonader;18113193]Can't wait! T'will be awesome to have massive NPC fights inside the hanger bay, with the stargate SWEPS![/QUOTE] I thought something about putting a few defenders in and/or aroun the tower, then spawn enemies all over it... Would be cool. Problem - f*cking 1gb of RAM!!! A VERY omportant question: Will you FULLY node it? (ground,strider,air)? Oh a strider walking around Atlantis...
[QUOTE=wirusass0;18116826]I thought something about putting a few defenders in and/or aroun the tower, then spawn enemies all over it... Would be cool. Problem - f*cking 1gb of RAM!!! A VERY omportant question: Will you FULLY node it? (ground,strider,air)? Oh a strider Atlantis...[/QUOTE] There will be no way to "fully" node the map - that would require thousands of nodes and wouldn't work properly anyway as a lot of the moving around will be using the teleporter rooms. I will node the important areas though, like the gateroom and other "feature" rooms - I'll add as much as there is room for within the limits. I have some experience of Strider nodes (see my [url=http://www.facepunch.com/showthread.php?t=819646]Area 51 map[/url]) and know that the only way to get a Strider to behave properly is to set the Strider up in Hammer so it can be linked to the appropriate nodes. A strider spawned in gmod will just stand there, ignoring any nodes I place for it. Since Striders would not be in Atlantis I'm unlikely to add any Strider nodes. I will add a few air nodes as points of interest for manhacks and city scanners.
Looking really good mate!
This is by far the best Atlantis map I've seen. The tower exterior looks flawless (from what the source engine can do.) The only suggestion I have is to make the shield passable only by jumpers, but anything can exit. Possibly make it run on a ZPM.
This is looking great, downloading the new beta map now, a working jumper bay should be fun :D Awesome work, keep it up! Edit: This is Great! Would you like me to make a video and shove it on youtube? to showcase some of the features. A few constructive criticisms though; -as per the second picture in your first post the DHD, control panels ect.. are to the left of the gate, up the stairs whereas in the current map they are directly at the top of the stairs, probably just a placeholder but i thought i would point it out -Your gateroom is very wide and spacious, but the gatetroom in the series has corridors branching off on the bottom level
[b]New beta![/b] * Lots of brush, face and vertex optimisation * Several gaps fixed [u][b]Download Link: sb_atlantis beta 8q[/b][/u] [url]http://bunglist.ukgamers.com/maps/sb_atlantis_b08q.zip[/url] [QUOTE=Pelenor;18122903] -as per the second picture in your first post the DHD, control panels ect.. are to the left of the gate, up the stairs whereas in the current map they are directly at the top of the stairs, probably just a placeholder but i thought i would point it out[/QUOTE] Yeah they are just lined up there to test both how they look and methods for fixing them down to prevent physgunning - I've been testing on my server. [QUOTE=Pelenor;18122903]-Your gateroom is very wide and spacious, but the gatetroom in the series has corridors branching off on the bottom level[/QUOTE] I haven't put any of the partition walls into the gateroom yet, I'm putting in the major features first and putting the walls around them later.
[QUOTE=bunglist;18125835][b]New beta![/b] * Lots of brush, face and vertex optimisation * Several gaps fixed [u][b]Download Link: sb_atlantis beta 8q[/b][/u] [url]http://bunglist.ukgamers.com/maps/sb_atlantis_b08q.zip[/url] Yeah they are just lined up there to test both how they look and methods for fixing them down to prevent physgunning - I've been testing on my server. I haven't put any of the partition walls into the gateroom yet, I'm putting in the major features first and putting the walls around them later.[/QUOTE] F*****g awesome! Absolute sexiness right here.
All this is fucking excellent. Been waiting for something like this for ages. Well Done! Also: You could add a ZPM room and ask Selrak to use his ZPM Hub model.
You should release two different versions when you are done, one with props and without. I bet some people want to have their own stuff in there and can't be arsed deleting everything.
What an awesome map, its Atlantis nevertheless, since this is a beta map still, a w.i.p but I'm guessing the final map wont have the actual gaterium, cause noway it resembles the gaterium from the real atlantis, BTW the central spire is gorgeously done, love the spotlights
You are working really quickly, Well done! And thank you for giving us the constant updates and keeping us in the loop :)
keep up the good work! :) Just one question... Why are there a bunch of screens? :P
You should take a look on this map. [url]http://www.youtube.com/watch?v=Tf3ARe-K5iE[/url] Just for ideas... its made for hl2dm.
[QUOTE=bunglist;18116439][b]New beta![/b] The "real" atlantis is [url=http://img26.imageshack.us/img26/2863/88xx.png]over 3 kilometers across[/url] ([url=http://forums.spacebattles.com/showthread.php?t=89917]almost 2 miles[/url]) and the Hammer grid is a little over 800 meters across, so I do have to adjust the scale a bit to fit, but I'm trying to adjust in a way that doesn't appear obvious. HL2 maps look quite strange with real-world measurements anyway as the player is only 4' 6" tall! One change I have had to make is to move the gateroom to the top of the tower instead of 3/4 of the way up as in the TV show, but only MASSIVE Atlantis geeks would notice that anyway - it's now in the top of the tower, making it closer to the Jumper Bay anyway. If I made the tower wide enough to keep the gateroom in the same place as the TV show then the tower would need to be twice the size and would fill the grid and the "arms" of the city would need to go beyond the grid horizontally.[/QUOTE] Ah. I was looking at the wrong specifications on the stargate wiki. Height, not diameter. One Idea is that you could make it full size, but hide the farthest parts of the city in the skybox. Hammer can still support the full height of the city.
You need a model for the sheild? Looks kinda cruddy no offense...
[QUOTE=laptopman;18134410]You need a model for the sheild? Looks kinda cruddy no offense...[/QUOTE] Right now the shield is actually 4 displacements - I'm experimenting with doing it that way as it's less laggy than a giant model. If I find a good material for it I think it could work well. I just slapped that combinewall material on for now because it's the most shield-like I've found in the defaults. Flyboi very generously just donated copies of all the raw materials for the dm_stargate map he worked on with Venin, including: * a City shield model by Votekick (won't be the right size for this version but could be useful for other things - the material from it could be useful for my shield) * ancient Generator model by Mak * a load of good-looking materials by Flyboi * dm_stargate_atlantis VMF, largely made by Venin So a big thanks to all of those guys, I'll re-credit the authors for anything I use on the first post and list for Thanks even if I don't. Thanks!
how is it you get the map so theres no gravity or atmosphere outside the shield/outside atlantis like on the spacebuild servers? :/
[QUOTE=fourash;18137066]how is it you get the map so theres no gravity or atmosphere outside the shield/outside atlantis like on the spacebuild servers? :/[/QUOTE] Because it's actually a spacebuild map, with a logic_case at the base of the tower with its radius identical to the shield's radius, so if you go outside the shield you are outside the atmo of the "planet" and have no oxy/gravity.
no i mean as in how do i get it like that?since that doesnt happen on any of my spacebuild maps less im on a server :/
[QUOTE=fourash;18147828]no i mean as in how do i get it like that?since that doesnt happen on any of my spacebuild maps less im on a server :/[/QUOTE] For that to work you need several addons: * The Spacebuild 3 [u]addon[/u] (Note this is now an addon, it used to be a gamemode) * Life Support 3 (comes in three parts: core, entities, resource distribution) * CAF (Custom Addon Framework) this is the menu system to access all of LS3 You will need to use an SVN client such as [url=http://tortoisesvn.net/downloads]TortoiseSVN[/url] to download these from the SVN servers (links starting with svn://) For links and full instructions check out my wiki ([url]http://bunglist.com/gmodwiki/Required_Addons[/url]) or google for another source.
[QUOTE=bunglist;18135127]Right now the shield is actually 4 displacements - I'm experimenting with doing it that way as it's less laggy than a giant model. If I find a good material for it I think it could work well. I just slapped that combinewall material on for now because it's the most shield-like I've found in the defaults. Flyboi very generously just donated copies of all the raw materials for the dm_stargate map he worked on with Venin, including: * a City shield model by Votekick (won't be the right size for this version but could be useful for other things - the material from it could be useful for my shield) * ancient Generator model by Mak * a load of good-looking materials by Flyboi * dm_stargate_atlantis VMF, largely made by Venin So a big thanks to all of those guys, I'll re-credit the authors for anything I use on the first post and list for Thanks even if I don't. Thanks![/QUOTE] Thats great! Also, if you want, I can model you a shield in the needed size, at the lowest poly count, animations, and everything you want! [editline]03:55PM[/editline] [QUOTE=bunglist;18139977]Because it's actually a spacebuild map, with a logic_case at the base of the tower with its radius identical to the shield's radius, so if you go outside the shield you are outside the atmo of the "planet" and have no oxy/gravity.[/QUOTE] One problem though: the shield isn't a sphere like avon's, but something like two ellipse-based things merged into one...
[QUOTE=the fonix232;18148555]Thats great! Also, if you want, I can model you a shield in the needed size, at the lowest poly count, animations, and everything you want![/QUOTE] That would be ace :P I'll give you the dimensions it will need to be when i'm sure they won't have to change, which should be soon. [QUOTE=the fonix232;18148555] One problem though: the shield isn't a sphere like avon's, but something like two ellipse-based things merged into one...[/QUOTE] Yeah it's not a sphere - the top half is exactly half a sphere, the bottom half is half a sphere scaled to 0.5 in the z axis (squashed vertically) and rotated to join with the top. To get the shield visible from both inside and outside I have the same setup again but inside-out, totalling 4 displacements. The atmosphere itself is stil a sphere, but since the city is at the bottom of the grid anyway you hit the wall below the city before you hit the edge of the atmo. Only way around this would be to use brush environments which are still in development. Speaking of brush environments, I was looking at the lua for them and it seems we may be able to do working airlocks and explosive decompression with pushing of objects toward the hole! I will experiment with this for one of the space stations or asteroid bases in the map.
Niceeee! But room wise wont it be hard to fit these bases and stations in?
I skimmed through the thread and didn't see it so I'm posting. I love Stargate SG-1/Atlantis, so I took the liberty of taking the overhead view from the annoyingly small flash link in the first post and making a single image of it: [media]http://img688.imageshack.us/img688/9660/atlantis.jpg][/media] Hope this helps.
i installed all those addons yet its still the same as before there theres gravity in space and you can survive :/
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