6649688b003a2

6649688b00915
1 Guest is here.
 

6649688b0138avoodoo47

6649688b013f9
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 »

6649688b017f1unn_atropos

Re: New resource request - Rickenbacker maps
6649688b0184f
I would modestly suggest my Blueprints of the U.N.N. Rickenbacker for this.

6649688b019a3ZylonBane

Re: New resource request - Rickenbacker maps
6649688b01a22
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.

6649688b01aeevoodoo47

Re: New resource request - Rickenbacker maps
6649688b01b3f
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.

6649688b01c0cZylonBane

Re: New resource request - Rickenbacker maps
6649688b01c5e
The horror...
Re: New resource request - Rickenbacker maps
6649688b01ddd
What about a sideview map?

6649688b01ea5ZylonBane

Re: New resource request - Rickenbacker maps
6649688b01ef4
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
6649688b0205e
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

6649688b02112voodoo47

Re: New resource request - Rickenbacker maps
6649688b02157
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.

6649688b024a7ZylonBane

Re: New resource request - Rickenbacker maps
6649688b0250f
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.

6649688b02908Grosnus

Re: New resource request - Rickenbacker maps
6649688b0296a
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

6649688b02a76ZylonBane

Re: New resource request - Rickenbacker maps
6649688b02ac8
Holy cow.

6649688b02b90voodoo47

Re: New resource request - Rickenbacker maps
6649688b02bdc
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 »
6649688b02e5d
I guess Christmas is coming early to the SSorg community this year, what with the logo update and now this.

6649688b02f02voodoo47

6649688b02f55
yeah - pretty sure we'll want to release the next version of SCP sooner than Halloween this year.
Acknowledged by: JML

6649688b03181Grosnus

6649688b031cf
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.

6649688b03293voodoo47

6649688b03307
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).
6649688b036e8
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!

6649688b0378dGrosnus

6649688b037e6
Ok, the typo in rick2 is fixed now.
I updated the attachment in my first post.
Acknowledged by: voodoo47

6649688b038a1unn_atropos

6649688b038ec
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!

6649688b03a59Grosnus

6649688b03aa8
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:.


6649688b03dd0
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

6649688b03e91aluminumhaste

6649688b03edf
Holy crap that looks amazing!
I've downloaded the resource, but ummm, where do I stick it to get it working?
1 Guest is here.
She certainly proves the adage "beauty is only skin deep, but ugly goes right to the bone."
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6649688b04108