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Author Topic: facility/runway,, streets/archives,, depot/train  (Read 41335 times)

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fonfa

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Re: facility/runway,, streets/archives,, depot/train
« Reply #15 on: September 30, 2007, 05:23:35 pm »

Yeah, it doesn't really line up at all. And the dam/facility/runway thing is so weird. Up there in dam, the weather is fine, but down there in runway, there's some serious snow. Even in the movie it's hard to relate them, since the geography shown when facility explodes doesn't remind at all those of dam.
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Xanatos

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Re: facility/runway,, streets/archives,, depot/train
« Reply #16 on: October 01, 2007, 03:23:04 am »

continuity continuity cnotinuity continuity continuity

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Re: facility/runway,, streets/archives,, depot/train
« Reply #17 on: October 04, 2007, 03:01:31 am »

Is the actual Surface level going to have that change in vent location too? Or just Bunker?
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Semedi

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Re: facility/runway,, streets/archives,, depot/train
« Reply #18 on: October 04, 2007, 03:44:58 am »

Is the actual Surface level going to have that change in vent location too? Or just Bunker?

Hard to say at this point, it's one of those things we're working through and we'll see how things play out. Obviously Bunker and Surface have a decent amount of overlap, and it'd be nice to have continuity between the two versions. The issue becomes, how do you alter the map to provide a realistic boundry for the edge of Bunker, without hurting the integrity of Surface.
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WNxVirtualMark

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Re: facility/runway,, streets/archives,, depot/train
« Reply #19 on: October 04, 2007, 06:01:24 pm »

I just played depot to see if a train/depot level would be feasible and I think it would. All you'd have to do is extend a small portion of depot and make a couple more ways to get in and out of the train. It wouldn't deviate too much from the original layout, but it would make the level flow much better. I wouldn't make a train/depot level that was exactly like the original due to train's extremely linear layout.

I agree with this totally, not just because it sounds like a cool idea, but because I honestly don't see any other way to succesfully incorporate Train into the mod.  Train is just too linear to be a stand-alone level.  However, if you do as Luchador suggested, and incorporate Train into Depot, and have multiple paths in and out of the train, I think that would work much better than having a standalone Train level.
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Semedi

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Re: facility/runway,, streets/archives,, depot/train
« Reply #20 on: October 04, 2007, 06:25:44 pm »

We have other plans for Train at the moment, it won't be a part of Depot.
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Ryan [Saiz]

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Re: facility/runway,, streets/archives,, depot/train
« Reply #21 on: October 04, 2007, 08:47:37 pm »

Another thing you have worry about with mixing bunker and surface is that surface is a foggy level and if you combine both maps it will be foggy inside bunker too
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irfman

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Re: facility/runway,, streets/archives,, depot/train
« Reply #22 on: October 04, 2007, 09:50:53 pm »

I think contunity would work great, but you i think you gotta add quite a few pieces that wasnt in the original game. Also, the Frigate level, bond just magicially apears on the ship, it would be cool if you did a mission before that, like taking photos of Xena then travelling to the boat itself. Just an idea.
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Semedi

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Re: facility/runway,, streets/archives,, depot/train
« Reply #23 on: October 05, 2007, 12:40:55 am »

He doesn't magically appear on Frigate, he pulls along side it in a little boat and then goes on board  :P
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Mercury

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Re: facility/runway,, streets/archives,, depot/train
« Reply #24 on: October 28, 2007, 05:19:28 am »

I never noticed until now that surface and bunker don't match up. Strange, because it's a pretty large deviation. Still, I think combining bunker and surface wouldn't be that hard. Just put a single 90 degree right turn in the long hallway that leads into the bunker form the helipad.

Alternately, just twist the helipad clockwise. This leaves the hallway straight. I'm not sure if the distances match up well, but those can be tweaked easily enough, I think.



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Spoudazo

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Re: facility/runway,, streets/archives,, depot/train
« Reply #25 on: November 20, 2007, 07:34:50 pm »

HUGE maps make for boring gameplay. :)
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Xanatos

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Re: facility/runway,, streets/archives,, depot/train
« Reply #26 on: November 29, 2007, 02:51:47 pm »

not always. i cant stand small maps with a lack of routes and not being able to go from point A to point B without running into the entire server of players.

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Re: facility/runway,, streets/archives,, depot/train
« Reply #27 on: May 05, 2008, 08:57:25 pm »

What ever happened to Depot? You can see it in the trailers on youtube, but it hasn't been released yet? Those were the trailers for beta 1, and beta 1 was released a while ago. Was it originally intended to be included, but something odd happed at the last minute, so it wasn't shipped out?
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Storm101

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Re: facility/runway,, streets/archives,, depot/train
« Reply #28 on: December 08, 2008, 04:40:56 am »

Sorry to bump a old topic, but I'm wondering what happened to Depot as well.
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major

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Re: facility/runway,, streets/archives,, depot/train
« Reply #29 on: December 08, 2008, 09:04:27 am »

Hmm.. good question. The only Depot I have is a version that looks really far from being finished (like unplayable).
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