[release][tab]Description:[/tab]This is the first version release of my Space Station 13 Trouble in Terrorist Town map, taking place aboard the Space Vessel "Gibbed 3". The map is pretty obviously a 3D remake of Space Station 13 (the name is a reference to the SS13 wiki). This is the first version, due to time constraints (Set upon me by myself), it is fullbright, though the next version will have lighting and (hopefully) more props. Every texture is custom made by myself (excluding the skybox), along with every model (there are 3 of them).
There are several traps that anyone can activate, plenty of weapon and ammo spawns, a color coded Brig (it's a bit childish, but as stated before time constraints and all that), and locations straight out of SS13.
[tab]Images:[/tab][img_thumb]http://filesmelt.com/dl/ttt_donglabs_v10000.jpg[/img_thumb][img_thumb]http://filesmelt.com/dl/ttt_donglabs_v10002.jpg[/img_thumb][img_thumb]http://filesmelt.com/dl/ttt_donglabs_v10006.jpg[/img_thumb]
[tab]Downloads:[/tab][url=http://filesmelt.com/dl/ttt_donglabs_v1.zip]Filesmelt[/url] [url=http://www.megaupload.com/?d=UENK3629]Megaupload[/url]
Report any bugs or suggestions to me here on Facepunch with a private message.
[/release]
Looks very unfinished, you really should have worked on it a bit more before releasing it. They layout is fine but the textures look unrealistic and low detail, the lack of lighting really deteriorates from the overall feel the map could have.
[QUOTE=Dashiel;25951969]Looks very unfinished, you really should have worked on it a bit more before releasing it. They layout is fine but the textures look unrealistic and low detail, the lack of lighting really deteriorates from the overall feel the map could have.[/QUOTE]
[quote]This is the first version, due to time constraints (Set upon me by myself), it is fullbright, though the next version will have lighting and (hopefully) more props.[/quote]
Looks like someone didn't read.
First version, that isn't an excuse for sloppy work...
I'm sorry you feel the work is sloppy, but could you go into more detail as to what exactly you dislike?
As for the unrealistic low detail textures, I'm not a texture artist but I thought I did a pretty good job doing this.
[url]http://ss13.donglabs.com/images/a/a8/Map-rough-no_notes-9-1-2010.png[/url]
Where the hell is the lighting? That is fullbright.
There is no detail, edges are jagged, brushes have been used where props would have been better.
Just read your blerb again. NEVER release fullbright. It looks shoddy.
That was awful harsh for not having even attempted to read what I wrote.
Brushes have not been used where props would have been better, I used propper to make the chairs and tables, and it's not supposed to be a smoothed out realistic space station.
[QUOTE=raidenato;25957353]That was awful harsh for not having even attempted to read what I wrote.
Brushes have not been used where props would have been better, I used propper to make the chairs and tables, and it's not supposed to be a smoothed out realistic space station.[/QUOTE]
I can tell that from the lighting and textures.
And what functionality do you have. I would check myself but im only just recovering from a hard drive fuck up. Is it like ss13 where you can sabotage stuff, or can you only turn lights on?
A trap is not an obvious thing. An airlock can be a trap if rigged properly.
There is almost no functionality, being able to deconstruct walls and tear up floor tiles is way more than Source can handle on a scale like this.
[QUOTE=raidenato;25957494]There is almost no functionality, being able to deconstruct walls and tear up floor tiles is way more than Source can handle on a scale like this.[/QUOTE]
Not if done right. As i said, an airlock is a functional thing. However, it can be a deathtrap. Read the space wolf and the soul drinkers novels as they have useful stuff about boarding spacecraft in there.
And functionality isn't destructibility. It is about giving people options, rather than the big red button marked "kill everything in room x"
I completely disagree that you could do something so well in a map that the entire engine would change to accommodate the change.
Have you ever played one of those breakfloor maps with the piles of func_physbox brush entities?
They push Source to the limits as they exist.
Unless you have some knowledge as to how to have stages of destruction on walls, floors, windows, and airlocks, I don't see it happening.
I've read over your proposition and I've decided that no, I'm not going to read several novels to weaponize airlocks in the map.
Unless of course you mean tossing someone into space through an exterior airlock, which I've already done.
I don't know what you could mean by options on how to kill people, short of remaking Space Station 13.
Don't tell me the obvious option of burning them to death, that's possible, just not a good idea for a Trouble in Terrorist Town map where someone will be screaming over their microphone "help I'm on fire that fucker Garry pressed the trap he is a traitor!" before dying.
Any traps I've put in have been done so because they would be good for gameplay.
For a final note to this likely very over analyzed post, there will be light, I didn't just forget that you can add lights to the map.
*facepalm*
I have already said that i was talking about functionality, not destruction. Two different bananas.
Ok...if you won't read the books i'll pull basics from there.
In space wolf, airlocks are described as deathtraps because a grenade in a space like that would be death for those inside, even space marines. Escape pods are the same kettle of apples.
Both cover boarding actions done by those chapters, in space wolf, they are talking about destruction of a ship, in Soul Drinkers, they talk about the capture of various vessels, one being a star fortress and the other main ship being a space hulk.
On a space ship, a trap isn't just a box on the ground with a timer. You have doors that open into hard vacuum, steam pipes that burn the flesh, chemical spills that melt anything nearby. Of coruse, the biggest weapon should be someone's imagination. Imagine, if you will, causing a minor overheat on one generator. The solution is easy, press a button on a console and the coolant will flow. Imagine if that same person who stopped the coolant also rigged the console to explode when someone touches it. Not a tough thing to rig if you can work out basic i/o and have the will and drive to make something different.
I don't have the technical capacity to make models for consoles and generators right now.
You seem to be holding me to the standard of Space Station 13, despite the gamemode being Trouble in Terrorist Town.
It is entirely possible to have traps that complex, so that you slowly kill the entire crew by converting the oxygen supply to include a little bit of amanitin to poison the crew over the period of a few days with LUA code (so as not to give any warning of the poison with a trigger_hurt), it's just that it's not a good idea.
I don't have a bunch of rooms with floors that open to spike pits.
I've made the best use of the technical stuff as I could for gameplay purposes.
Traps are quick, efficient, and usually leave a body unreachable.
I will get more models and functionality, but I don't have the skills to do so right now.
The i/o system is powerful enough to do more complex things than i have mentioned. No coding is required.
People don't want atmospherics flooding the station with plasma in a Trouble in Terrorist Town game, they want to shoot eachother.
I know all about the i/o system; you COULD use a trigger that prints a message to warn them they were poisoned, then after X amount of time activates a trigger_hurt to kill someone followed by a warning that they died by poisoning.
The whole point I am desperately trying to get across is that it's not Space Station 13, it's Trouble in Terrorist Town.
In the future I will add more functions, models, and lights.
They're not their yet, though.
[QUOTE=raidenato;25958643]
I know all about the i/o system; you COULD use a trigger that prints a message to warn them they were poisoned, then after X amount of time activates a trigger_hurt to kill someone followed by a warning that they died by poisoning.
[/QUOTE]
That is quite a basic function for an i/o system that is capable of handling explosive decompression on a map wide scale.
Again with this?
Really?
Possible? Yes.
Implemented? No.
Good idea? Probably not.
It's always a good idea.
While games could stick with the who aspect of the npc for social gaming, we have to move out of the norm at some point. Sanity is so boring.
See what happens when you release a fullbright map? We start going into game design theory and edging into philosophy.
Do you even have any clue what you're talking about anymore?
I mean, what the fuck do NPCs have anything to do with anything we discussed?
Christ we just spent the last hour debating this, now people looking at the thread are going to see 12 posts of you and me going back and forth on nearly unrelated bullshit because you can't cope with not having some fucking lights.
[QUOTE=raidenato;25959192]Do you even have any clue what you're talking about anymore?
I mean, what the fuck do NPCs have anything to do with anything we discussed?
Christ we just spent the last hour debating this, now people looking at the thread are going to see 12 posts of you and me going back and forth on nearly unrelated bullshit because you can't cope with not having some fucking lights.[/QUOTE]
I agree with the idea of more complex ways to kill players not only does this break the standard fall in a pit stuf and the easy press a button, it is also incredibly funny to see players run around in a room desperately searching for a way out.
as example: you could make the player sabotage the gas pipes which in their turn explode/decompress into the room which automaticaly closes the doors as a safety protocol. These pipes may contain heated gas or perhaps poisonous gas. which you can implicate by some steamflow out of the clearly destroyed pipe. Perhaps even a warning sound and a red pulsing light. And as a final attempt to save their lives they could pres a hidden button. this is all just an example but it can be done in hammer only with the I/O system.
[QUOTE=raidenato;25959192]Do you even have any clue what you're talking about anymore?
I mean, what the fuck do NPCs have anything to do with anything we discussed?
Christ we just spent the last hour debating this, now people looking at the thread are going to see 12 posts of you and me going back and forth on nearly unrelated bullshit because you can't cope with not having some fucking lights.[/QUOTE]
Lights are important in any map as they set the atmosphere. Can you imagine alien in a well lit environment? What makes a map have soul is the very thing you couldn't be bothered to add.
Okay you're right I thought lights would just irritate people and be a hassle, so I didn't bother adding them.
Leave my thread.
Oh...it's your thread now?
Isn't it?
You've literally forced me to repeat the exact same argument with different wording for nearly every post in the thread, stating "no lights bad traps", even though you admitted to not having played the map in your second post.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
Get it yet?
There will be lights, there are no lights right now.
[QUOTE=raidenato;25960394]Isn't it?
You've literally forced me to repeat the exact same argument with different wording for nearly every post in the thread, stating "no lights bad traps", even though you admitted to not having played the map in your second post.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
There aren't lights, there will be.
Get it yet?
There will be lights, there are no lights right now.[/QUOTE]
Actually, if you had left it as
[quote]Okay you're right I thought lights would just irritate people and be a hassle, so I didn't bother adding them.[/quote] then i wouldn't still be posting. But you did add [quote]Leave my thread. [/quote]
Most people on here know me well. Saying that is tantamount for an above board argument. Not trolling, no flaming (which means i don't get banned), just statement of fact.
Repetition of a fact doesn't make the fact more true, it's still just as true the first time.
I was being sardonic when I said "okay you're right I thought lights would just irritate people and be a hassle, so I didn't bother adding them", because I ran out of time.
You've already called me out on the fact there are no lights, quite extensively, despite me stating in the first post exactly- EXACTLY why I didn't add them.
I have lots of demands on me, not enough time, and I wanted to get this map out here for the community to use.
I never once stated this is going to be the final version, that's why all those things you are apparently dying to see aren't in it yet.
I only told you to leave my thread because I'm trying to wrap up this debate that's been going on the last 2 hours.
Please write up your next reply about how much you know about the "I/O system" and how I don't have lights, and I will get back to you in a few hours.
In this thread: Phoenix can't read.
[QUOTE=hgncommand;25960827]In this thread: Phoenix can't read.[/QUOTE]
In this thread: Phoenix cannot believe that anyone who has been lurkign the mapping forums for so long can believe that it is a good idea to release a map without lighting, detail, clutter or semi-relistic functionality.
Te .nno#
(sorry if that was incoherent, it's just the first version of my post)
what functionality does your post have?
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