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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Mapping... It is so much more
HorckDude~rb
General Member
Since: Dec 23, 2006
Posts: 900
Last: Dec 23, 2006
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Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 23, 2003 09:10 pm
We really need to have gravity entities in EF2 so we can create a real dyson sphere (not counting the size that is). :)
Such entity would work like artificial gravity plating on board starships. Would be really cool, though I think nearly impossible.
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EasyG~rb
General Member
Since: Dec 23, 2006
Posts: 1416
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 23, 2003 09:50 pm
so u coudl be shooting ppl on the ceiling/floor?

that be pretty funny trying to aim straight above u .
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Emceedeus~rb
General Member
Since: Dec 23, 2006
Posts: 116
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, May. 10, 2003 09:20 am
Quote (HorckDude @ April 23 2003, 4:10 pm)
We really need to have gravity entities in EF2 so we can create a real dyson sphere (not counting the size that is). :)
Such entity would work like artificial gravity plating on board starships. Would be really cool, though I think nearly impossible.

I see what you are saying.  I don't think it would be that hard actually.  There is the target_push entity.  What about a target_pull entity that affects a volume?  it could pull you down to a surface at a 45 degree angle, or a 140 degree angle or whatever.  If you jump, it would still affect you, so that you jump 'up' by default along its pulling angle (ie. surface normal).  

The whole time, you are caught in the target_pull, unless you move far enough, and then you get caught in the next target_pull which is angled at 44 degrees instead of 45 degrees maybe.  Add 360 of these target_pull in a circle, and you could create a pretty smooth dyson sphere effect.

btw.  I love the Rama series.  That would be a sweet map, but Rama is HUGE, about the size of New Jersey.  It would be hard to do justice to it using EF.
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photopaint~rb
General Member
Since: Dec 23, 2006
Posts: 452
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, May. 10, 2003 11:24 pm
well i got to disagree with u topic

i know u h8 star trek maps and ur more into quake style

but its ELITE FORCE
which means star trek maps out of space maps, BASIC TEXTURES

iv been lookin at WadeV map and i think u have spoilt his pride in that map

if u took f*** 20 mins to see how much detail he has put in that. you will understand that elite force aint all about army maps and normal day that is somthin for sof2. eilte force is about how people make there trek maps and out in space maps. im not a big fan of trek maps but i enjoy playing on them. i enjoy playin on out in space maps becuase htere always a twist.

i like to make out of spaces maps with line and gray square becuase that is how it was created and brough into EF on muiltyplayer because it makes the maps fast.

star trek maps is about howin your style and how well you map that is the idea. if raven didnt want a game with ships on it there will make more like sof,2, hertic ect.

there is ppl on ef who like to use the imagation on trek maps to how they think it iwll look like. ALL YOU IS DOING IS TAKIN THAT AWAY FROM THEM

then there people who like makin out in space maps like me, becuase i like makin maps where ppl can die and have a twist. out in space maps on ef always have to have the odd lines and graysquare textures or it aint EF.

there ppl who make every day maps like stuk@tto who makes places which happen in this world rite now but puts his imgation into it. and legswideopen makes odd maps which is like this world now and the futher. (as i cant say any thin about his res evil map, with is based of a game) BUT he still use his imagtion on it!

you can take our trek maps away, it the only way ppl can express and shot there detailed mappin skills.

if i havnt got my point across ill just keep repeting my self untill u understand

pp
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Cyphre~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, May. 10, 2003 11:33 pm
I have to agree with Spookmineer on this.
The majority of maps being seen here are Starship based.
The work put into these maps is sometimes awe inspiring but, a ship is a ship is a ship. Hallways and Bridges and Transporter rooms and..........
It all gets a little boring and the gameplay on most of them seems to be the same, and you alyways get stuck on chairs and tables and just crap lying about

I hope no one takes offence to this..the work you all do is amazing but lets see some originality.

Remember Frontier and Prisoner by Vorax
or Teamtemple (q3 map ported to ef)
 even Arena of Blood
 and the oldest one I can think of And2

These maps are great (IMO) but you rarely see them anymore because all the clan servers put up is voy1 voy2 ...faceoff and the like because they usually dominate on them with all thier trick jumps and crazy strafe jumping patterns. I have sat in a server just messing around on a map that isn't in normal rotation for about an hour sometimes and no one comes in cuz they don't know the map like the back of thier hand.

Ooops I seem to be going on a rant here.......  
*cuts himself off*
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photopaint~rb
General Member
Since: Dec 23, 2006
Posts: 452
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, May. 10, 2003 11:37 pm
yes but im pointin out that you can show your mapping style on both maps, but the mapping style usal ends up in star trek maps.

it is nice to see how ppl express there designs on star trek maps. but its not up 2 wot ppl ant its wot the mapper wants to mak. all i can say is topic. u make ur maps the rest will make there own maps.
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Spookmineer~rb
General Member
Since: Dec 23, 2006
Posts: 337
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, May. 11, 2003 08:36 pm
Wow photopaint... I think you totally misunderstood me then.

First of all, i don't hate star trek maps at all, like many people I have loads of fun on the standard maps online.
But it would be nice to see something else then 'shipmaps', and some other textures too. How many maps are based on the bunkers and transporters of the voy1 and voy2 maps? How many maps have the same old dull grey tile texture used? I think I'm not the only one who has seen that enough.
Star trek maps aren't about putting in the tile texture. Quake mappers for instance also use loads of custom textures, because they got bored of the standard textures. If you know how many different textures the game has, that's amazing really. Using different textures will not slow down the game, but it will make it more interesting.

Like I said in my original post, there are loads of brilliant mappers here, WadeV definately is one of them. However, I will not take credit for him abandoning his map project. What he decides to do is his decision. I like to see some ship maps finished as well, it's just that lately it seems that is all what's going on. I'm not taking anything away from anyone. If you want to make a space map, go right ahead, I'd love to see how it will look. And seriously... Im realistic enough to see that one post from one guy will not make much of a difference, certainly if I am that guy  :;):

Hm.. then a few more lines which I can't make heads or tails of...

All I'm saying is: do what you want to do, but (if that suits your needs) try to make things interesting and creative.
Star trek is a futuristic game, anything can happen. A holodeck can represent a sci-fi setting, a 50's scenery, even a middle aged town. Why do we stick to the constraints of one single concept?
My post was only meant to think about what you want, try to explore new things which have never been done before, where no man has gone before... oops that sounds faintly familiar...
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photopaint~rb
General Member
Since: Dec 23, 2006
Posts: 452
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, May. 11, 2003 10:03 pm
but topic we got ppl like stuk@tto who use to make out side of trek maps

we got legswideopen making res evil map.

it ard enuogh on a star trek map to make every day maps because we have 2 import the textures and sounds which can make the pk3 big bulky.

yes there is alot of ship maps on screenshot day. thats because people who make normal maps dont post the screenshots.

if i was mapping on sof2, i would not make a trek map because it is not the theme of the game. i would make evry day feelins.

im just sayin there is more resons, WHY, to ur first quote.
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 12, 2003 06:22 am
I can understand that you post 1! screenshot of a corridor, but some people tend to show the same corridor for 5 weeks.
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