ocean crossing + smuggler cove [rel]

Rickler

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[These are now included with the betapack, JUN2008a+]

Music is by Thraxis!
Cannon by FER!
Scripts by Thothie!

Enjoy!


orc should spawn now. if they don't, i give up.


orc vessel approaching
oceancrossing_a40000.jpg


the deck
oceancrossing_a40007.jpg


ship from island
oceancrossing_a40006.jpg


capt'n ron, if he dies you fail and end up shipwrecked.
oceancrossing_a40009.jpg


cannon down here in the future you will get to use to sink their boat
oceancrossing_a40005.jpg


if you defeat the orcs waves the ship will pull up next to an island with a transition point
oceancrossing_a40002.jpg

oceancrossing_a40004.jpg


final download
http://rickler.net/mapping/oceancrossing_pack_v3.zip
 

Durak

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Re: ocean crossing [pics]

Looks really sweet. I especially like the main ship, looks very complete. The orc (viking?) raid ship could be polished in comparison but I don't think that's needed. It's mostly the front ornament thing and the sail that looks slightly lopsided. Anyway, those are just critics and this looks like it'll be very enjoyable. Great work :D.

Edit: Impression from screenshots only.
 

J

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Re: ocean crossing [pics]

Strangely enough that island looks a lot like the one I've been making: I've used the same rock/jungle textures (even though they are non-MSC), made a dock with the same textures and with a few planks ripped off, used a similar sand texture for the shore and made the water with a similar translucent texture. And all this without you even seeing it, very, very odd. :oldshock: Would make a great nearly-seamless transition :wink:

Looks great though
 

Sabre

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Re: ocean crossing [pics]

Heh, sorry bout the wheel, as I might have mentioned I was bogged down with finals n such...But now it's spring break, hopefully I'll be able to cook up something for ye.
 

Thothie

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Re: ocean crossing [pics]

Ye source for J's rebuild of the Deralia boat (with permission):
das boat

I see a problem in that this boat is a LOT smaller than yours. It might be an idea to have it dock with the larger boat and transfer the players. I think if you put an empty trans up on the new boat you can then move their spawnpoint there.

I got mail from J and thought he was you, so I'll go over with you the points we went over there:
• Any ocean crossing from Deralia to Ara, Tundra, Isle of Dread, or any future maps should go through ocean_crossing.bsp. So, if you don’t warp via map vote, you’ll go through this map.
• Ye could make func_doors/trains (however ye be doing this) that I can give you a special scriptname to attach. This script will detect when players touch it, and allow them to start a vote for the map.
• Ye could make similar func_door/trains for Tundra (large sheet of ice), Ara (docks and town), and even for Deralia again (docks and town on other side – or re-docking with the old boat)

If ye fail to save the captain ye wind up on a random map. This can be done via multi_manager with random set to 1 and a few mstrig_changelevel’s.

Also you don’t have to limit yourself to Orc raids. The tentacle may make a good sea monster, and I’m sure we must have a seagull model we can “undeadify” for some sort of arial undead attack, ala Alfred Hitchock. Orc raids were the original idea as I our flyers sucked at the time, and I had no clue how to control that tentacle (even now, it’s really hard – but I’ve learned the basics for another monster).

Curious how you intend to get the orcs to move from one boat to the other. That’s the tricky bit I saw coming on that map. You can use the addparam “make_jumper” to help them jump at players above them, but, unlike the Sorc Chief, they can only jump so high. ;)
 

FER

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Re: ocean crossing [pics]

We already have birdy animations, only need a seagull model (and skins)
 

Rickler

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Re: ocean crossing [pics]

Me an J were going over transitions and were thinking of...
Code:
'deralia' ->
	'OC' victory ->
		capt'n ron will take ye to vote choice of 'ara' or 'isle of dread 1' or 'tundra'
	'OC' defeat ->
		shipwrecked at 'smugglers cove' ->
						'isle of dread 1' -> 
							'OC' or 'smugglers cove' or 'isle of dread 2-4'

I see a problem in that this boat is a LOT smaller than yours. It might be an idea to have it dock with the larger boat and transfer the players. I think if you put an empty trans up on the new boat you can then move their spawnpoint there.
After they board the large ship the little ship will go away and a teleport will be triggered at the old spawn point so they don't spawn in the water, instead players will spawn then teleport to the large ship. Hopefully that won't cause crashing. Or I could make the little ship sail away after a player talks to capt'n ron.

The tentacle may make a good sea monster
Oh man, that giant 3 arm creature from Opposing Force or HL? (don't remember which one) that would make an epic sea monster!

Curious how you intend to get the orcs to move from one boat to the other. That’s the tricky bit I saw coming on that map. You can use the addparam “make_jumper” to help them jump at players above them, but, unlike the Sorc Chief, they can only jump so high. ;)
Basically, right now they just climb up monster clips (some ladders toggle visible when the orc ship is next to the galleon) and then I have a lure which makes some of them go after the captain.

Heh, sorry bout the wheel, as I might have mentioned I was bogged down with finals n such...But now it's spring break, hopefully I'll be able to cook up something for ye.
Ah yeah, don't worry about that. I made a textured one, only 2 poly :)
 

Thothie

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Re: ocean crossing [pics]

Gads... I had a really nice seagull model once, no clue what I did with it.

THIS is the only one I got now... I dunno if it can be stripped down and hooked to the eagle anims. (It starts off in "oragami pose", switch anims to get a better look.)

All that sounds good (teleporter idea certainly more dependable that spawn attachment) - although I figure they could decide where to go at Deralia, and the quest flag could follow them to the next map - or you could which func_door they get off on decide and have him announce stop-offs, harder destinations being further away.
 

PBarnum

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Re: ocean crossing [pics]

I bet you could add more detail then you allow yourself. Like the boat's wheel, you can just make that with hammer brush work instead of using one single brush with a low pixel texture. Also, the orc boat can have a little more detail as well.

Maybe the island but don't go crazy with it haha. Looks good, really excited for a non-castle map.
 

Thothie

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Re: ocean crossing [pics]

The island would be one of those func_doors I assume. He has to keep those fairly simple, as they'll likely render when they aren't on the map. Fun map that's finished > detail in anycase. ;)
 

PBarnum

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Re: ocean crossing [pics]

Well not necessarily, you could have the map rigged where if the players succeed and get to the island, have it fade out and all players teleported to the part where the island actually is.
 

J

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Re: ocean crossing [pics]

Good thing we got the ball rolling here. I got your PM, Thothie, and as you said it was misdirected but contained most of what I wanted to know.

I like the idea of keeping the Deralia boat in the OC map, that way the transitions are consistent, and it shouldn't be too much trouble for Rickler to add it. My map would then be the first in the Isles of Dread. Rickler's list of transitions looks pretty good to me, I would have 3 transitions in my map: OC, Smugglers' Cove and Isle of Dread pt 2. The OC connection would use the deralia boat, Cove connection a row boat and Isle 2 connection some kind of raft maybe... But that's getting off-topic.

Btw, can someone, please, answer this: who made the Deralia boat originally? I need to put it in Ara's credits.
 

Rickler

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Re: ocean crossing [pics]

Cove connection a row boat and Isle 2 connection some kind of raft maybe... But that's getting off-topic.
Alright goody, I'm almost done with smugglers cove so i'll add that in.
 

Recidivist

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Re: ocean crossing [pics]

Was just thinking, this could tie in really well with ms_bail,the map im trying to make. ms_bail is based around you being shipwrecked, so if ya like, you could link it to bail if you fail to protect the cappin'. Just an idea :)
 

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Re: ocean crossing [pics]

Rickler said:
Cove connection a row boat and Isle 2 connection some kind of raft maybe... But that's getting off-topic.
Alright goody, I'm almost done with smugglers cove so i'll add that in.

Nothing can stop him now...Nothing! That's good, though :D
 

FER

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Re: ocean crossing [pics]

I think Ewok made the boat along with whole deralia.
 

Thothie

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Re: ocean crossing [pics]

Yeah, he's not been able to get us the original source, but J's boat is a perfect replica.

(Hopefully that statement is not too confusing with the mapper's forum names and all.)

PS. Re-uploaded said replica... I think I accidentally left out a mast bit - and also - accidentally included a whole lot of other hidden brushes. :oops:
 

Rickler

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Re: ocean crossing [pics]

FER's cannon model:
oceancrossing_a40014.jpg


Thothie, think you could make a script for it? It has a fire and self destruction animation.

I have an idea of how it could be used in the map. It will be fired by players as the viking ship retreats. If it is fired, the viking ship will sink. If not, the viking ship will just sail away. Basically the viking ships next path_corner target will be changed if fired. I've seen tracks be changed in hl before, so I hope it is possible this way. Also if the viking ship sinks an extra chest could spawn for a little something extra for the players.
 

Thothie

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Re: ocean crossing [pics]

I'm not sure how you are going to control when it is fired, but I maybe able to work something out for it. It'll be clumbsy though - only way I can think of making it fire is via interact menu. You click use on it, and it gives the "Fire/Cancel" menu.
 

Sabre

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Re: ocean crossing [pics]

Ye can't use the basic HL turret scripts?
 

The Man In Black

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Re: ocean crossing [pics]

I would be interested to know how HL had looked into the future, realized our script system, then wrote the turret system in that language.
 

Sabre

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Re: ocean crossing [pics]

I'm sure it was at least worth a suggestion, too.
 

Thothie

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Re: ocean crossing [pics]

'cept there are none. Manable turrets in Half-Life are map entities (func_mortar/func_turret). You cannot use models with these - it'd have to be built from map brushes.
 

brian4

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Re: ocean crossing [pics]

Rickler said:
FER's cannon model:
oceancrossing_a40014.jpg


Thothie, think you could make a script for it? It has a fire and self destruction animation.

I have an idea of how it could be used in the map. It will be fired by players as the viking ship retreats. If it is fired, the viking ship will sink. If not, the viking ship will just sail away. Basically the viking ships next path_corner target will be changed if fired. I've seen tracks be changed in hl before, so I hope it is possible this way. Also if the viking ship sinks an extra chest could spawn for a little something extra for the players.

!!!!!!!!!!!!!
If you can fire this thing at targets, this may be the greatest map in the history MS:C!
 

Thothie

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Re: ocean crossing [pics]

Code:
{
	const SPRITE_EXPLODE bigsmoke.spr
	const SOUND_CANNON weapons/explode3.wav
	const FREQ_FIRE 30.0
	const DMG_CANNON 1000
}

{ game_spawn

	name a|Cannon
	setmodel props/cannon.mdl
	blood none
	width 32
	height 48
	hp 20
	race human
	roam 0
	menu.autoopen 1
	setvard IMMUNE_STUN 1
	takedmg poison 0.0
	takedmg cold 0.0
	takedmg lightning 0.5
	nopush 1
	callevent 0.1 get_src_yaw
}

{ get_src_yaw
	setvard SRC_YAW $get(ent_me,angles.yaw)
}

{ game_menu_getoptions

	if ( !FIRE_DELAY )
	{
		if ( !AM_AIMING )
		{
			setvard AM_AIMING 1
			callevent aim_loop
			setvard AIMER_ID PARAM1
		}
		local reg.mitem.title 	"Fire!"
		local reg.mitem.type 	callback
		local reg.mitem.callback fire_cannon
		menuitem.register

		local reg.mitem.title 	"Aim"
		local reg.mitem.type 	callback
		local reg.mitem.callback aim_cannon
		menuitem.register
	}

	if ( FIRE_DELAY )
	{
		local reg.mitem.title 	"Reloading..."
		local reg.mitem.type 	disabled
		local reg.mitem.callback none
		menuitem.register
	}
}

{ game_menu_cancel
	setvard AM_AIMING 0
}

{ aim_cannon
	setvard AM_AIMING 1
	callevent aim_loop
	setvard AIMER_ID PARAM1
}

{ aim_loop
	if AM_AIMING
	if ( $get(AIMER_ID,range) > 64 )
	{
		local EXIT_SUB 1
		setvard AM_AIMING 0
	}
	if !EXIT_LOOP
	callevent 0.1 aim_loop
	local AIMER_YAW $get(AIMER_ID,angles.yaw)
	local ANG_DIFF $anglediff(AIMER_YAW,SRC_YAW)
	dbg aim_loop ANG_DIFF
	local AIM_OKAY 0
	if ( ANG_DIFF >= -45 )
	{
		if ANG_DIFF <= 45
		local AIM_OKAY 1
	}
	if AIM_OKAY
	setangle face $vec(0,AIMER_YAW,0)
}

{ fire_cannon
	setvard AM_AIMING 0
	playsound 0 10 SOUND_CANNON
	tossprojectile view 400 DMG_CANNON 0 proj_cannon_ball (0,16,32)
	effect tempent spray SPRITE_EXPLODE $relpos(0,0,0) 0 1 0 0
	effect screenshake $relpos(0,0,0) 380 20 1 512
	setvard FIRE_DELAY 1
	callevent FREQ_FIRE reset_fire_delay
	usetrigger cannon_fired
	playanim critical shoot
}

{ reset_fire_delay
	setvard FIRE_DELAY 0
}

{ game_death
	playsound 0 10 debris/bustcrate3.wav
	playanim critical die
}

{ game_struck
	playrandomsound 0 10 debris/wood1.wav debris/wood2.wav
}

Well that (^) cannon script seems to work alright, but I need to know what *exactaly* you want it to do. This one lets you aim it in a 45 degree yaw arc, and fire a 1000dmg/150radius cannon ball every 30 seconds. It has 20hp, and is human factioned, so orcs and undeads, and all the various other things that hate humans, will try to kill it, should they see it. It fies the map event " cannon_fired " in case you need the map to react to it being fired in some way.
 
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