RELEASE: DXSG_Abydos

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RELEASE: DXSG_Abydos

Post by ShadowRunner »

There is one minute of video of DXSG_Abydos from 2.34 in this video http://www.youtube.com/watch?v=iOeX1LZACFw
It contains Spoilers, some secrets similar to the lockroom and bar in DXSG_CMD_V1

ImageImageImage
ImageImage

The situation is tense. The NSF have discovered what was really going on at Space Command, noob engineers have activated the stargate and Vandenberg is in serious danger of being infested with Grays and Hookers (if it wasn't already). Your mission is to find the stargate, travel to Abydos, prevent the alien invasion, find the secret tombs and stop the superweapons falling into enemy hands and then return to Earth in time for tea and cakes.

True to the movie there are only two rings, but this is my first map with an active gate. There's a bar, some secrets similar to SG_CMD_V1 map and there will be Krisz's airstrike mod in the Abydos desert in a later version.

TEXTURES: http://www.mediafire.com/file/2gcrnvmws ... TombSG.zip - add to your Deus Ex/Textures folder...
TEXTURES: http://www.mediafire.com/?bd80p7k2n27r71k - add to your Deus Ex/Textures folder
MUSIC: http://www.mediafire.com/?c5r7c51g8gfkpug - add to your Deus Ex/Music folder...
MAP: http://www.mediafire.com/?rrsvmrx7ivgb5wc - add this to your Deus Ex/Maps folder...


These links have been added to the Stargate Maps thread in the downloads section. Some of the badongo links are dead, but since most of the maps will be updated shortly, new links will be provided by the end of the year. N.B. Map is titled DXSG_AbydosB, when all SR SG maps are updated before 2011, Abydos will be re-released with Krisz's airstrike mod and any editing made after feedback. N.B. Also, you will need to have installed the first two stargate maps to run any others as those packages contain superrocket_lite, SG mod and all the dependencies of Stargate Maps.

This makes 6 released SG maps, with 5 more under construction from 3 different FGS members.

Bugs. No Known Bugs. I found two bugs during testing of previous versions, a black screen bug after firing neutron bomb sometimes, also when hosted in May 2010, a beta version crashed every time an admin ghosted between the planets. This current release does not appear to contain these errors at all, after several hours of testing. Please report any bugs, feedback, comments etc.

This means we can remove Maptest 849 and VandenbergPB from the server and upload this map and Magus' map, which if someone gave me ftp I would happily do :) Otherwise could someone remove the two old maptests and upload our maps thx!
Last edited by ShadowRunner on 21 Nov 2010, 12:29, edited 1 time in total.
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Re: RELEASE: DXSG_Abydos

Post by ~[FGS]SaSQuATcH~ »

Looks great, can't wait to have SG server filled with noobs once again! :)
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Re: RELEASE: DXSG_Abydos

Post by ShadowRunner »

Well I am happy to say it's been full a few times this week.
I forgot to mention the Atlantis SG map and also the Darma SG map
...so that's 13 SG maps, with 4 versions of A51 and 2 versions of Vandenberg
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Re: RELEASE: DXSG_Abydos

Post by Darma »

AWESOME
you release it too fast, I was gonna send you a pm about this:
The STARGATE: How to make it works in DX!

Ok, so here is my idea:
In the stargate, put (from face to back):
And uncollisionable 1-sided mover with the water texture
A warp zone face (1-sided)
The other face of the warp zone
A warp zone or a modified one for further new things
Another uncollisionable 1-sided mover with the water texture

Out of the mover:
Create a new mover that has the same effect as the buttons used for the tele-ring (so you can assign symbols to a command)
Using the tele-ring activator mesh for the big cristal at the center
Create a new warp zone that works with the DHD

you press some symbols, then the cristal. The movers are triggered and the warp zone show up with a selected destination.
Re-pess the cristal to disable it, otherwise it will disable afther 60 seconds
Make a command that allow a computer to activate the stargate to a destination!

All this based on Nobody's great tele-ring. I guess with his help, that can be done because he made something similar.
Just a proposition and a idea I got during my shower. :)

About liberty island map: I abandoned it because afther watching ALL the stargates, I more though at making the SGC. If no-one make it then I will start it afther xmas exams. I have drawed alot of plans of the levels 16-(17-)18-19-(20)-21-22-(23-24)-25-26-27-28, afther each stargate and I have loads of screenshots to help me. I have some infos about upper levels but idk if I'll make them. Maybe in a singleplayer map and with help.
http://stargate-sg1-solutions.com/wiki/ ... (SGC)_Base

About the music: I got to talk with some sg fans who made fan-made stargate music. If you want some, I could ask them
same for the DHD and stuffs sounds

oh and, the map link report to the music
and about the sg-theme, I have it in better quality. Idk if you made it on purpose
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Re: RELEASE: DXSG_Abydos

Post by ShadowRunner »

I apologize, I am with stupid, I understand textures, brushes, movers, map design, that is about it. I'll have to wait for Noodz to comment on your post. Warpzone?
I did notice two maps:
1. [A]Patres - there is a wormhole type effect in a tunnel.
2. The Supertanker Fan map, gravity is altered in that zone vertically, can that be done horizontally, like [A]Patres
There is a discussion about this before somewhere, about the WOOOOOSH.
I think they use a mesh in UT2k4 and we decided on non-solid movers behind a wall or something.

I'd ask Noodz about the sounds and other stuff, sounds all good.
It is logical to make SGC and Prometheus and all that stuff too.
I know that FGS are making Cathedral and Aztec, so Stargate stuff would be cool.
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Re: RELEASE: DXSG_Abydos

Post by ~DJ~ »

NICE MAP.

IT NEEDS MOAR SECRET WEAPONS. *looks at Noodelz*
That Resident Evil Mod
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Re: RELEASE: DXSG_Abydos

Post by Darma »

WHY can't I download the map, it report to the sg theme
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Re: RELEASE: DXSG_Abydos

Post by ~][FGS][Nobody~ »

Darma wrote:AWESOME
you release it too fast, I was gonna send you a pm about this:
The STARGATE: How to make it works in DX!

Ok, so here is my idea:
In the stargate, put (from face to back):
And uncollisionable 1-sided mover with the water texture
A warp zone face (1-sided)
The other face of the warp zone
A warp zone or a modified one for further new things
Another uncollisionable 1-sided mover with the water texture

Out of the mover:
Create a new mover that has the same effect as the buttons used for the tele-ring (so you can assign symbols to a command)
Using the tele-ring activator mesh for the big cristal at the center
Create a new warp zone that works with the DHD

you press some symbols, then the cristal. The movers are triggered and the warp zone show up with a selected destination.
Re-pess the cristal to disable it, otherwise it will disable afther 60 seconds
Make a command that allow a computer to activate the stargate to a destination!

All this based on Nobody's great tele-ring. I guess with his help, that can be done because he made something similar.
Just a proposition and a idea I got during my shower. :)

About liberty island map: I abandoned it because afther watching ALL the stargates, I more though at making the SGC. If no-one make it then I will start it afther xmas exams. I have drawed alot of plans of the levels 16-(17-)18-19-(20)-21-22-(23-24)-25-26-27-28, afther each stargate and I have loads of screenshots to help me. I have some infos about upper levels but idk if I'll make them. Maybe in a singleplayer map and with help.
http://stargate-sg1-solutions.com/wiki/ ... (SGC)_Base

About the music: I got to talk with some sg fans who made fan-made stargate music. If you want some, I could ask them
same for the DHD and stuffs sounds

oh and, the map link report to the music
and about the sg-theme, I have it in better quality. Idk if you made it on purpose
Humm... well.. I don't want to mar your enthusiasm, but..
Before I made the ring-transporters, I planned to make stargate network but after some researching, I decided against that for the following reasons:

1. The stargate itself is already a big charge for the map geometry and the engine itself (mind the lag in the SG room of CMD_V1).
       ..since it is a NETWORK.. it required multiple gates which would be overkill.
2. The DHD... I wanted to make one with movers as buttons (like you suggested) already in the year 2004, but so many small movers which are so close together are overkill too..
      ..the BSP messes up, single mover surfaces become invisible, etc..
3. Warp zones came in my mind too but they are not suitable, because the room where you place the WarpZoneInfo needs a certain minimum size and it needs to be a closed room, or it simply won't work.
      ..to solve that problem, all stargares needed to be placed to walls with a minimum depth of 128 units, so that you can create a room for the warp zones inside them.
4. I've never tried that to be honest, but I'm not sure if you can just "select" a warp zone destination.. since warp zones are very much native coded.


If you look carefully, you will agree that the ring-transporters actually look metabolic end product too.
They are simple pseudo-rings consisting of 12 edges.
They don't look like that because I was too untalented but because the engine wasn't capable of handling more details.
If DX supported static meshes, many things would have been different..

In the attachment, you see a ring-transporter ring, I created for UT2004.
Attachments
UT2K4_ring_prefab.jpg
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Re: RELEASE: DXSG_Abydos

Post by ~DJ~ »

WHAT ABUOT MY REPLY
That Resident Evil Mod
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Re: RELEASE: DXSG_Abydos

Post by ~][FGS][Nobody~ »

Oh.. soz DJ.. ok HERE WE GO!
~DJ~ wrote:NICE MAP.

IT NEEDS MOAR SECRET WEAPONS. *looks at Noodelz*
What secret weapons are you referring to? :o
Nobody is perfect...
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting :)
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
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Re: RELEASE: DXSG_Abydos

Post by ~DJ~ »

nothing.. nothing.. OTHER TOPIC!
That Resident Evil Mod
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~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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Re: RELEASE: DXSG_Abydos

Post by ShadowRunner »

THE secret weapons... think of them as weapons that are secret atm?

Har I got better fps than CMD in both gate rooms, but as you said it's metabolic end experience without the woosh.
I didn't realize your standing on the Stargate itself, with that in mind I wont bother with any more planet hops and to be honest we definitely dont need any more giant SG maps.

On my pentium 3 even ring transporters were a struggle, but on my P4 I think it could be a lot better and I think my editor could handle something more complex, but then it's like single player, people play SG for the fun, cunning, horror, interaction not to marvel at the wonderful graphics of the ring transporter. You've done what you could at the time given the technology.

I would be interested to see what Krisz or DJ or another person would do to modify this map though.
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Re: RELEASE: DXSG_Abydos

Post by ~[FGS]SaSQuATcH~ »

The structure of your map is very good, there's just one thing I'd be careful with your maps and it's the placement of decoration.

Don't place LuciusDeBeers on the hallway of a spaceship, don't place ambrosia to the corner of a bar etc. These items lose their function if you do. You can put DeBeers to a cloning room or a nano prison but not to random places, don't add them only because they look cool. I hope you understand what I mean, otherwise your map is awesome :)
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Re: RELEASE: DXSG_Abydos

Post by Darma »

but but but... WHY can't I download the map :(

@nobody: Well, warpzones switch when you trigger them
do you think that in singleplayer, that would be ok? I'm getting a few ideas
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Re: RELEASE: DXSG_Abydos

Post by ShadowRunner »

sorry wont fix that until a few hours. Thx for pointing it out. The master of disaster strikes again!

I take your point Sasquatch, lucius actually should have been removed, I forgot he was there, and the ambrosia, maybe i was following what others have done rather than thinking single player with mp gameplay, which usually hatches the best map, although strangely maps with questionable spwns or gameplay like twinz or iceworld or area51_TheDayAfter often become peoples' favourites. Cos you are all noobs!

I will review the ambient sounds and actors/decoration and update the map then.
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