• sb_atlantis - Stargate Atlantis Spacebuild 3 map (WIP)
    652 replies, posted
[highlight]UPDATE: I haven't worked on this in years, but here's updated links[/highlight] Two versions are now available: [b]Spacebuild version[/b] The city floating in space for spacebuild. This version has additional ships, stations and asteroids to visit. [b]Sandbox version[/b] The city floating in a sea, as it was for the majority of the TV series. [u][b]Screenshots[/b][/u] [img]https://dl.dropboxusercontent.com/u/31611601/Hosted/GMod/sb_atlantis_1.jpg[/img] [img]https://dl.dropboxusercontent.com/u/31611601/Hosted/GMod/sb_atlantis_2.jpg[/img] [img]https://dl.dropboxusercontent.com/u/31611601/Hosted/GMod/sb_atlantis_3.jpg[/img] [b]Sandbox version now available[/b] [u][b]Current status:[/b][/u] [b]Included in Beta 16:[/b] - Gateroom - Conference Room - Jumper bay - Jumper maintenance bay - Teleporters (2 now, more later) - Roof exit from the gateroom with "iris" doors - Daedalus with enterable landing bays (fully enterable version in progress) - Satellite from episode "The Game" - Water in drone launchers (for LS) - Full Hammer grid - lots of space for ships [b]Included in Beta 16n[/b] - Asteroids (some enterable) - Ancient Defence Satellite by Flyboi - Conference room table and other updated props by micrpro - Texture updates beginning - Credits hologram [b]Soon to be added[/b] (if it will all fit): - "Underwater" jumper bay (will be underwater in later sandbox version) - Medical bay - Living quarters - Secret areas (including Janus's secret lab) - Asteroid mining base [u][b]If you see any map texture or prop errors, download SGAMP from our SVN[/b][/u] [url]https://sgamp.svn.sourceforge.net/svnroot/sgamp/[/url] Most of the models and materials used in the map are now in this SVN repository. All the models have been put into a spawnlist for your use in general gmod building too - the spawn list is called: [b][SGAMP] SG Atlantis Model Pack[/b] [u][b]Install info:[/b][/u] Make a SGAMP folder in addons and "Checkout" the SVN to that folder. [u][b]Download Links[/b][/u] [i]Note on Beta numbering: Numbers = major changes, letters = minor changes.[/i] [b]Spacebuild version Beta 16n[/b] [url=https://dl.dropboxusercontent.com/u/31611601/Hosted/GMod/sb_atlantis_b16n.rar]Spacebuild version: sb_atlantis_b16n[/url] [b]Sandbox version Beta 16n[/b] [url=https://dl.dropboxusercontent.com/u/31611601/Hosted/GMod/gm_atlantis_b16n.rar]Sandbox version: gm_atlantis_b16n[/url] [b]Download Link: sb_atlantis beta 16[/b] [url=http://www.garrysmod.org/downloads/?a=view&id=92219][img]http://www.garrysmod.org/img/?t=dll&id=92219[/img][/url]
Nice. Can't wait for it!
The tower looks really nice. Can't wait to see it when it's done, keep it up.
I think you should limit yourself to the tower (at least at first) if you make all the rooms and such I think there'll be more than enough room. The whole city might be a bit overwhelming to make.
[QUOTE=Armandur;17996792]I think you should limit yourself to the tower (at least at first) if you make all the rooms and such I think there'll be more than enough room. The whole city might be a bit overwhelming to make.[/QUOTE] Very true. My plan is to get the tower looking right from the outside and see what I can fit inside. Currently, I want to include in the tower: * Gateroom, * Jumper bay above gateroom, * Auxiliary control room. * Teleporter mini-rooms for travelling around, as there won't be room for lots of corridors in the tower. The gateroom itself may be tricky to get in with a scale that looks right, but I think it should work (with a little artistic license) but I'll need lots of photos to work from if it's going to "feel" right. As for the rest of the city, I want to include: * Jumper bay with underwater exit (from series 4 I think) * a few enterable buildings
This looks amazing. Keep it up, I hope to see it completed!
Tower already looks awesome.
Looks great! Also for the interior, I would suggest some more stuff: a, Use levels and floors! I mean, the gateroom is one level or floor (which you want) the jumper bay is another, the auxiliary room another one and so on b, add some "personal" rooms! I mean the room of Sheppard or Teyla, but without any plus, just the standard alteran design! Also, 3 rooms on a floor -> four personal levels means 12 free rooms for players! And to have some more fun: all rooms should be closeable from the inside, and after closed, there should be an antinoclip field to keep away unwanted people. Also if locked, the outer door panel serves as a call button: if pressed, a sound played in the room. c, Add the mess hall! It is just under the gateroom! it looks almost the same, but without control rooms and the gate ;) d, Add the chair room! should be powered by a ZPM (just the model, and some kind of map entity what, if placed in the ZPM hub, powers the city. Else, there will be no light and none of the consoles will work). The ZPM Hub and the chair room is located where the tower meets the triangle base (also, the triangle base is a holey one! It has a hole in the middle and there is a little space between the main tower and the base! like it was detachable or the base was built a bit later than the tower. And the tower is connected to the base with several symmetric corridors! I will upload some pics!) e,Add some more planets in different skyboxes (under skybox I mean, separate them!), with some moe stuff like a planet, or a hiveship!) AND, you could take a look at this: [url]http://www.scifi-meshes.com/forums/downloads.php?do=file&id=10[/url] maybe if you ask the author/creator, you can get some parts of the city in model format and you could place it on the map! Why? -Less work -Faster loading (1 model is better than a detailed 300-brush building) -Less lag I think this is all, have a good work!
is this going to be anything like the last stargate atlantis map?
[QUOTE=the fonix232;18003246]Looks great! Also for the interior, I would suggest some more stuff: a, Use levels and floors! I mean, the gateroom is one level or floor (which you want) the jumper bay is another, the auxiliary room another one and so on b, add some "personal" rooms! I mean the room of Sheppard or Teyla, but without any plus, just the standard alteran design! Also, 3 rooms on a floor -> four personal levels means 12 free rooms for players! And to have some more fun: all rooms should be closeable from the inside, and after closed, there should be an antinoclip field to keep away unwanted people. Also if locked, the outer door panel serves as a call button: if pressed, a sound played in the room. c, Add the mess hall! It is just under the gateroom! it looks almost the same, but without control rooms and the gate ;) d, Add the chair room! should be powered by a ZPM (just the model, and some kind of map entity what, if placed in the ZPM hub, powers the city. Else, there will be no light and none of the consoles will work). The ZPM Hub and the chair room is located where the tower meets the triangle base (also, the triangle base is a holey one! It has a hole in the middle and there is a little space between the main tower and the base! like it was detachable or the base was built a bit later than the tower. And the tower is connected to the base with several symmetric corridors! I will upload some pics!) e,Add some more planets in different skyboxes (under skybox I mean, separate them!), with some moe stuff like a planet, or a hiveship!) AND, you could take a look at this: [url]http://www.scifi-meshes.com/forums/downloads.php?do=file&id=10[/url] maybe if you ask the author/creator, you can get some parts of the city in model format and you could place it on the map! Why? -Less work -Faster loading (1 model is better than a detailed 300-brush building) -Less lag I think this is all, have a good work![/QUOTE] You expect too much. Mapping is a skill only found in those with patience, determination, and some fucking awesome texture skills, all of which I have none of. Although all are good ideas. Rated [i]Rainbow[/i]! [editline]06:53PM[/editline] [QUOTE=Mastercalvin;18003502]is this going to be anything like the last stargate atlantis map?[/QUOTE] Which last one?
[QUOTE=Lord Hayden;18004352]You expect too much. Mapping is a skill only found in those with patience, determination, and some fucking awesome texture skills, all of which I have none of. Although all are good ideas. Rated [i]Rainbow[/i]! [editline]06:53PM[/editline] Which last one?[/QUOTE] [url]http://www.garrysmod.org/downloads/?a=view&id=58480[/url] that one
[QUOTE=Lord Hayden;18004352]You expect too much. Mapping is a skill only found in those with patience, determination, and some fucking awesome texture skills, all of which I have none of. Although all are good ideas. Rated [i]Rainbow[/i]! [/QUOTE] Well, thanks for rating, but I think I don't expect too much, at least half of my ideas can be done ;) And 50% is more what I wanted...
I would recommend only making this 'gate room' [and perhaps a few other rooms from within the same structure] function as playable areas. The myriad of surrounding structures would serve as a particularly pleasant vista to view from inside of the map.
Uh, also, just noticed that your gateroom level sample picture is incorrect... the conference room isn't a circle, but a polygon... I think I have some photos about the original producer's book somewhere, I'll link it in!
At the moment the scale of the tower is enormous in comparison with the platform of the city. I can foresee many possible problems you may with a map of this magnitude, having attempted exactly the same thing myself some time ago.
Either way, what ever happens with the map its going to look spectacular. you remember Area 51 that Bunglist made? that got 9512 Downloads and im sure we can all agree that it was spectacular. All bunglist needs is support and i for one am always here to give it to him :) cant wait to see the finished product bung, keep up the good work! Gman
Thanks for all your suggestions, support and help guys, you've all made good points. [u]Flyboi - Tower Scale[/u] I'm still experimenting with the scale, I think I will have to exaggerate the tower's width to get decent sized rooms inside while keeping the general layout of the city similar - I'll keep you updated with screenshots and release an alpha soon. Map size - I've got a bit of experience with mapping on this scale, I think I can get it working smoothly and relatively lag free if I keep it well optimised and pay careful attention to the limits. [u]the fonix232[/u] I will be trying to get most of the rooms you mention in but I'll be prioritising the most useful - if anyone wants to list what rooms they want it would be handy if you could list them in numerical order or preference so if we run out of space we can keep the most popular. The ZPM idea is interesting but may not be suitable for a multiplayer map, but we'll see. As for other planets, I won't have room, but maybe could include a ship or two - possibly an small asteroid field or moon. And finally, thanks for the link to those 3D models, you are a LEGEND! I was able to pull apart the model in 3DS Max and get the views I needed of the tower to get the geometry much closer. I've binned my current work on the tower and begun version 4 (since I got some big parts 45 degrees out of alignment) - screenshots soon! Gateroom floor-plan - yeah, I think that floor-plan is from the set design in the show and largely ignores the interior space available in the tower (the perimeter doesn't match the shape well at all. I'll try to get it looking close but still fitting - may need to reassigned it a bit to fit, screengrabs would help! [u]Mastercalvin[/u] Thanks for the link, will check it out. If anyone else wants to have a test of it and tell me which bits they like it would be handy! [u]TTamH[/u] The "map the inside, put the rest of the city in a 3d skybox" approach works great for other HL2 games but with GMod's no-clipping it quickly loses the illusion of reality - since this is intended to be a Spacebuild map it needs LOTS of room for ships and stations to be built and fly about, so my current thinking on scale is this: * The bottom fifth of the map is 3d skybox, I may get rid of this but I put it in for now as its easier to remove than add in later * The tower will be sized so the very top is at roughly the grid's centre point, leaving half the grid almost empty for big ships and stations (will put some stuff to explore in there too later probably) * The city base will cover roughly 3/4 of the width of the grid - enough to be on a decent scale with the tower but not so big that you can't fit a decent sized ship between it and the wall.
Oh shi- xd [editline]08:31PM[/editline] The game [highlight](User was banned for this post ("Meme Response" - Terrenteller))[/highlight]
Nice, Keep it up!
bunglist, I wanted to link those pics only as reference, so what shape is a room, and so on... By the way, why don't you write a little story about the map, like where will be the city, what areas will you add, and so on... Also, I would have an idea... what about making a gamemode for this? An RP gamemode, or something TDM, with a bit of RP (money system to upgrade your stuff) and adding some more servers to the Hub (with this map), and then there could be events, like Siege of atlantis, where a lot of enemies attack the city and so on. And of course a timetable of dialing out from the city, and scheduled incomings and so on. Every planet could be a different server with different gamemode, like the Genii planet should be RP, a Wraith planet should be TDM, and Athosia could be even GMS... But I just make ideas, and talk shit... By the way that Area51 map looks great, I hope you will add some more places and useable things... That retractable pool was fantastic!
[QUOTE=the fonix232;18022924]bunglist, I wanted to link those pics only as reference, so what shape is a room, and so on... By the way, why don't you write a little story about the map, like where will be the city, what areas will you add, and so on... [/QUOTE] Good idea! We can work toward getting a good story in this thread later I think. Know anyone who is a good storyteller? I've said before that once complete I want to release as two maps, an SB one in space and a GM one in the sea, so we can do two "episodes" if the idea takes off. [QUOTE=the fonix232;18022924]Also, I would have an idea... what about making a gamemode for this? An RP gamemode, or something TDM, with a bit of RP (money system to upgrade your stuff) and adding some more servers to the Hub (with this map), and then there could be events, like Siege of atlantis, where a lot of enemies attack the city and so on. And of course a timetable of dialing out from the city, and scheduled incomings and so on. Every planet could be a different server with different gamemode, like the Genii planet should be RP, a Wraith planet should be TDM, and Athosia could be even GMS... But I just make ideas, and talk shit...[/QUOTE] I would like to make my own gamemode before long and this would be a good type of map to try it on, so it's a good idea for later when the SB and GM versions are released. I can do things like scripted attacks with wraith darts or whatever but we would need some good wraith player models or premade AI NPCs that I can spawn in the city when the darts fly low so they look like they are teleporting our of the dart's storage? Once Avon makes inter-server gates (he's mentioned it a future feature he plans on adding) we can do inter-server gates. In theory I could have randomised, timed or triggered incoming gates from sealed parts of the level and script NPCs or even maybe jumpers coming through, but all this is pretty complicated detail work that will have to wait for later if I do it at all - we'll see :P [QUOTE=the fonix232;18022924]By the way that Area51 map looks great, I hope you will add some more places and useable things... That retractable pool was fantastic![/QUOTE] Thanks mate, Area 51 is almost complete - there's quite a lot in there already but it takes some exploration. Recently mattster.t has made some more RP-style rooms where the big disco used to be (including a smaller more realistic disco) and the shooting range is very popular. I've not released that version yet but it's up on our sandbox server: [url]steam://connect/gmod.bunglist.com:27015[/url]
I can write some sort of a story if you want... also, aVoN stated that there will be no inter-server gates, I thought it could be done like it was done on Sassilization or GmodTower... so when the player gets in the gate, he/she gets autokilled, and when it's done, then he/she is redirected to the another server... But then you have to make it that the player can only die because of the gate, or somehow make the gate detect the incoming players... Or you could use that fancy "cutting gate", a bit rewritten, with animations applied, and a redirection script what works from an SQL database... for the SB part, I would suggest you to use that model what I've sent you (of course first make it a bit lo-poly, and ask the author for use) and make it bigger to match the city. So then you would only have to make the main tower (or some more rooms in the city). I think that the XSI mod tool can import models and export them as Valve Map Files, so you can even port it to full VMF! [editline]04:26PM[/editline] Oh, and I can't go up to your server, my connection sucks (2-10 kb/s) so it would take a year or two to download just the map...
Please excuse me for not following Stargate past the SG-1 series, but isn't Atlantis meant to be under water?
HiddenMyst: It raised from underwater in the first part. in Season 3 episode 20 it was submerged again for a while (2 hours I think) then again it was raised over the sea, then they flew away... what do you think how did the city get from Antarctica to the Pegasus ?
[b]Version 4 of the tower[/b] I think I've got most of the external geometry right, starting to mess with the room inside. Looks like most of the textures will have to be custom as there's nothing in the defaults that look close. Thanks to mattster.t for modelling the connecting towers. Flyboi - what textures did you use for your version? Care to share any? :P Anyone else know where I can get Atlantis-looking textures? [img]http://upload.bunglist.com/pics/AtlantisComparison_8a.jpg[/img] [media]http://upload.bunglist.com/users/bunglist/atlantis/sb_atlantis_textest_040003.jpg[/media]
The spotlight.. No words.. Looks awesome..
By the way what the hell s this meme response? [editline]07:38PM[/editline] bunglist, this looks very good! About the textures: you could use the ones in the Atlantis model I've linked you. Also maybe I can link you a bit more resources, like the Aurora, what has some more ancientish materials.!
[QUOTE=the fonix232;18044399]By the way what the hell s this meme response?[/QUOTE] Guessing its cos of this rule: "25. Replying with hilarious memes ... will get you banned." From this thread: [url]http://www.facepunch.com/showthread.php?t=770351&highlight=meme[/url] [QUOTE=the fonix232;18044399]bunglist, this looks very good! About the textures: you could use the ones in the Atlantis model I've linked you. Also maybe I can link you a bit more resources, like the Aurora, what has some more ancientish materials.![/QUOTE] I messed with the textures on those 3d models a bit, but they are model textures and can't be easily adapted for use on brushes - they are too low resolution anyway, all those 3d models look great from a distance but terrible up close. After watching a few eps of the show again, I need some fairly flat grey and light brown/green textures for the gateroom, with some fairly plain metal textures and probably a few decals/overlays for the details. I'll have a go at making some basic ones to start with to get the general idea and may work on nice ones later if we can't find any that someone else has already done.
that looks amazing
[QUOTE=bunglist;18046361]Guessing its cos of this rule: "25. Replying with hilarious memes ... will get you banned." From this thread: [url]http://www.facepunch.com/showthread.php?t=770351&highlight=meme[/url] I messed with the textures on those 3d models a bit, but they are model textures and can't be easily adapted for use on brushes - they are too low resolution anyway, all those 3d models look great from a distance but terrible up close. After watching a few eps of the show again, I need some fairly flat grey and light brown/green textures for the gateroom, with some fairly plain metal textures and probably a few decals/overlays for the details. I'll have a go at making some basic ones to start with to get the general idea and may work on nice ones later if we can't find any that someone else has already done.[/QUOTE] The site I've linked (scifi-meshes.com) has some more materials (not textures, materials!) like that ancient brown and metal like grey in the Aurora and the Ancient Battleship models... try to use those...
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