66660e96dcab4

66660e96dd256
2 Guests are here.
 

66660e96ddc9avoodoo47

66660e96ddd1a
Note - this is now included in SCP, do not use unless you know what are doing.


so as we all know, Rickenbacker lacks proper maps, probably because of the time constraints. and it would be really nice to have them created - if available, we could implement them in SCP.

-must fit the general SS2 map aesthetics.
-must be reasonably accurate.
« Last Edit: 02. January 2024, 11:47:18 by voodoo47 »

66660e96de085unn_atropos

Re: New resource request - Rickenbacker maps
66660e96de0f3
I would modestly suggest my Blueprints of the U.N.N. Rickenbacker for this.

66660e96de250ZylonBane

Re: New resource request - Rickenbacker maps
66660e96de2c6
I stand by my opinion that automapping rick1 in any sort of useful way is basically impossible. It's sliced into so many layers that to fit every layer into the map window they would all have to be ridiculously small. Rick2 and rick3 are the opposite-- they're so tiny that you don't even need a map.

66660e96de3afvoodoo47

Re: New resource request - Rickenbacker maps
66660e96de400
I'm quite sure that something could be done. somewhat accurate maps are still better than no-maps.

no such thing as perfection in this world.

66660e96de4b1ZylonBane

Re: New resource request - Rickenbacker maps
66660e96de550
The horror...
Re: New resource request - Rickenbacker maps
66660e96de6db
What about a sideview map?

66660e96de78aZylonBane

Re: New resource request - Rickenbacker maps
66660e96de7d7
1. Not technically possible (the player position marker is hardwired for X/Y coordinates)
2. Would be pretty much useless even if it could be done
Re: New resource request - Rickenbacker maps
66660e96de944
Im pretty convinced that a map for Rickenbacker would actually make the player more confused than benefit for anything. As ZB is saying all the layers is the cause of this

66660e96de9f8voodoo47

Re: New resource request - Rickenbacker maps
66660e96dea47
we don't know unless we try. and it's not like we are getting spammed by tons of user made Rick maps anytime soon.

66660e96ded85ZylonBane

Re: New resource request - Rickenbacker maps
66660e96dede5
Im pretty convinced that a map for Rickenbacker would actually make the player more confused than benefit for anything. As ZB is saying all the layers is the cause of this
Uh, no. What I'm saying is that rick1 has so many layers, and each layer is so large, that it's physically impossible to fit them on the map screen at a useful size. It's a really, really, big map. Probably the biggest in the game. When you view it in DromEd it looks like a freaking Borg cube.

Even if there was a way to fit everything in at a useful size, it would then require manually setting the map IDs on hundreds of room brushes. A huge amount of effort for barely any benefit to the player since most of rick1 is linear.

66660e96df1a6Grosnus

Re: New resource request - Rickenbacker maps
66660e96df1fe
This is my best attempt at making this happen:









Deck A is basically a giant cluster of insets, but instead of showing that in a standard way, I decided to seperate map into layers and only show specific "sub-insets" for each layer.
Something similar was done here: https://www.systemshock.org/index.php?topic=2049

A few areas accessible by ladder are intentionally skipped which is not uncommon in vanilla maps anyway. I was even thinking about merging Nacelle B tunnels into one area intead of 3 - in current form it might be even more confusing with automap than without. Besides, I feel there's way too many numbers in the map already.
I tried to keep the style as close as possible to original, so I had to stick to several "rules" of layouting, which only made it more difficult to fit everything in. In the end the scale isn't that bad - Rec2 map has even smaller elements than this.

All rooms and markers are set in .mis files, so everything should work fine. I had to split a lot of room brushes into smaller boxes to match map segments. It's based on SCP maps, so SCP will be required to try it out.
I don't think new automaps are going to work in saves, so new game is also required, at least from my experience.

Overall it works much better during gameplay - even though Rickenbacker is very linear, uncovering new areas gives a nice sense of exploration - something I always liked in games with maps like this.
[Rickenbacker_automaps.zip expired]
« Last Edit: 15. February 2018, 19:14:32 by Grosnus »
Acknowledged by 5 members: JML, unn_atropos, hemebond, edx, RoSoDude

66660e96df2a5ZylonBane

Re: New resource request - Rickenbacker maps
66660e96df2f4
Holy cow.

66660e96df3b1voodoo47

Re: New resource request - Rickenbacker maps
66660e96df405
what he said. based on beta4 maps, I would assume? //yes. also, if you are using SHTUP, the intrface folder from the archive needs to be copied there as well.

saves from before entering Rick for the first time should be fine.
« Last Edit: 15. February 2018, 07:53:44 by voodoo47 »
66660e96df776
I guess Christmas is coming early to the SSorg community this year, what with the logo update and now this.

66660e96df836voodoo47

66660e96df886
yeah - pretty sure we'll want to release the next version of SCP sooner than Halloween this year.
Acknowledged by: JML

66660e96dfb0fGrosnus

66660e96dfb66
also, if you are using SHTUP, the intrface folder from the archive needs to be copied there as well.

What do you mean exactly, copied to where? Is there some sort of compatibility issue?
Also, I just noticed there's typo in rick2 map, I'll fix it later today.

66660e96dfcdavoodoo47

66660e96dfd2d
yeah, because I've added the files directly to SCP, so SHTUP overrode (woah, that's an actual word) the new maps. should be ok as long as you use the maps as a standalone mod. anyway, it's nothing you would need to be concerned about, we will merge the files properly for the upcoming SCP/SHTUP release(es).
66660e96e021f
yeah - pretty sure we'll want to release the next version of SCP sooner than Halloween this year.
Don't let certain people hear that :o

And yeah, nice job on the map!

66660e96e02cdGrosnus

66660e96e0319
Ok, the typo in rick2 is fixed now.
I updated the attachment in my first post.
Acknowledged by: voodoo47

66660e96e03d1unn_atropos

66660e96e0465
Did you use my blueprints as a base? If so, my hours of useless work were not in vain after all  XD.

Indeed a awesome time to be a System Shock fan, with all the new shiny stuff coming out!

66660e96e0593Grosnus

66660e96e05e0
Your blueprints helped me get a sense of scale, especially for rick1. Thanks to that I was able to nail the scale in first try, otherwise if I made a mistake it would be very painful to redo everything  ;).

In the end I had to retrace all walls directly from missions, because there were some differences in the map vs the actual area where player can walk, e.g. the area around missile control room.
That was the fun part though, the worst was to divide room brushes into smaller chunks without introducing room errors  :carnage:.


66660e96e0939
Grosnus, that looks great (at least to my inexpert eyes). When you think about it, considering how small the SS2 fan-community is, we're incredibly lucky to have so many talented members prepared to give their time and effort to improve the game.
 

yeah - pretty sure we'll want to release the next version of SCP sooner than Halloween this year.

Or you could release a maintenance release (SSP beta 4.1?) any time you liked, instead of waiting until you feel enough of a milestone has been released to afford the jump to beta 5.
Acknowledged by 2 members: JML, icemann

66660e96e09f0aluminumhaste

66660e96e0a45
Holy crap that looks amazing!
I've downloaded the resource, but ummm, where do I stick it to get it working?
2 Guests are here.
what's it like to be small town and gay
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66660e96e1988