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		<title><![CDATA[Orbital Station 42 - All Forums]]></title>
		<link>http://os42tremmap.sourceforge.net/</link>
		<description><![CDATA[Orbital Station 42 - http://os42tremmap.sourceforge.net]]></description>
		<pubDate>Fri, 04 Dec 2009 20:42:54 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Official Texture set]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=14</link>
			<pubDate>Mon, 14 Apr 2008 23:11:09 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=14</guid>
			<description><![CDATA[I forgot if I posted this or not.<br />
This is the texture set I have for the map. Included are the Andromeda textures, custom textures I've already worked up for my reactor, shaders, trails, and particles. Please try not to change the custom reactor scripts if possible....<br />
<br />
http://mercenariesguild.net/supertanker/...res.tar.gz<br />
<br />
Enjoy.]]></description>
			<content:encoded><![CDATA[I forgot if I posted this or not.<br />
This is the texture set I have for the map. Included are the Andromeda textures, custom textures I've already worked up for my reactor, shaders, trails, and particles. Please try not to change the custom reactor scripts if possible....<br />
<br />
http://mercenariesguild.net/supertanker/...res.tar.gz<br />
<br />
Enjoy.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Central Gun/Comms-Tower]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=13</link>
			<pubDate>Mon, 14 Apr 2008 09:55:42 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=13</guid>
			<description><![CDATA[http://files.filefront.com/part+1map/;10...einfo.html<br />
<br />
Add things, detail things, use brushwork... Do what you want, I just thought I'd make a start at the overall .map file.<br />
<br />
]]></description>
			<content:encoded><![CDATA[http://files.filefront.com/part+1map/;10...einfo.html<br />
<br />
Add things, detail things, use brushwork... Do what you want, I just thought I'd make a start at the overall .map file.<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My Prefabs]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=12</link>
			<pubDate>Mon, 07 Apr 2008 07:59:30 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=12</guid>
			<description><![CDATA[I am working on some prefabs for OS42, so that we can keep a fairly constant theme.<br />
<br />
Here is a door that I am working on... It was better, but I ran into some problems and couldn't be fucked redoing it. Will do the detailed one later.<br />
<br />
<br />
]]></description>
			<content:encoded><![CDATA[I am working on some prefabs for OS42, so that we can keep a fairly constant theme.<br />
<br />
Here is a door that I am working on... It was better, but I ran into some problems and couldn't be fucked redoing it. Will do the detailed one later.<br />
<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[IRC channel]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=11</link>
			<pubDate>Sun, 06 Apr 2008 22:04:59 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=11</guid>
			<description><![CDATA[I set us up an IRC channel. On freenode, join #os42.]]></description>
			<content:encoded><![CDATA[I set us up an IRC channel. On freenode, join #os42.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mapping helpdesk]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=10</link>
			<pubDate>Sun, 06 Apr 2008 00:58:25 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=10</guid>
			<description><![CDATA[I've started to write mini-tutorials on some mapping techniques that I've learned. You can find them here: http://www.haosredro.com/mapping/index.html<br />
<br />
Post any topics you'd like me to cover and I'll flame you for being a n00.. erm, I mean I'll try to write up a tutorial on the subject. Feedback on the content already there is welcome too.]]></description>
			<content:encoded><![CDATA[I've started to write mini-tutorials on some mapping techniques that I've learned. You can find them here: http://www.haosredro.com/mapping/index.html<br />
<br />
Post any topics you'd like me to cover and I'll flame you for being a n00.. erm, I mean I'll try to write up a tutorial on the subject. Feedback on the content already there is welcome too.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Control room]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=9</link>
			<pubDate>Fri, 04 Apr 2008 22:26:38 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=9</guid>
			<description><![CDATA[This is going to be a key feature of this map. A central control room where no players can build, but players can use. This control room would allow control of the whole map, as well as views into such areas.<br />
<br />
There would be a series of consoles (can just be a slanted brush for all i care) with a button. Above that button, there would be a screen, tied to a portal in the area of which the button controlled. Some areas, that would not be controlled via buttons (train, elevator, airlock) would still have screens.<br />
<br />
The screens would not be big, about as big as a computer monitor.<br />
<br />
If we could get the cool holographic floating-screen style thingy, that would be best.<br />
<br />
We could also have scanlines.]]></description>
			<content:encoded><![CDATA[This is going to be a key feature of this map. A central control room where no players can build, but players can use. This control room would allow control of the whole map, as well as views into such areas.<br />
<br />
There would be a series of consoles (can just be a slanted brush for all i care) with a button. Above that button, there would be a screen, tied to a portal in the area of which the button controlled. Some areas, that would not be controlled via buttons (train, elevator, airlock) would still have screens.<br />
<br />
The screens would not be big, about as big as a computer monitor.<br />
<br />
If we could get the cool holographic floating-screen style thingy, that would be best.<br />
<br />
We could also have scanlines.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Vents system]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=8</link>
			<pubDate>Fri, 04 Apr 2008 20:04:10 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=8</guid>
			<description><![CDATA[I have mentioned a vents system many times, and here is where i will elaborate on it. Many maps have vents, and the vents they have are fun. Unfortunately, most of these vents are short, simple transfers. In real life, ductwork is a twisting labyrinth.<br />
<br />
There would be vents leading to every major room. At corners, there would be fans (The fan shader) in the proper direction of flow (that is, twoard the closest room).<br />
At areas where the vents went vertical (there will be such places), the gravity should be low enough that people can reach the top, or float to the bottom, as there would be a fan at the bottom blowing up, providing an airlift effect.<br />
This doesn't have to be in every vent, but at least a few.<br />
<br />
Also, we might be able to tie the vent gravity brushes to the control room, more on that later.]]></description>
			<content:encoded><![CDATA[I have mentioned a vents system many times, and here is where i will elaborate on it. Many maps have vents, and the vents they have are fun. Unfortunately, most of these vents are short, simple transfers. In real life, ductwork is a twisting labyrinth.<br />
<br />
There would be vents leading to every major room. At corners, there would be fans (The fan shader) in the proper direction of flow (that is, twoard the closest room).<br />
At areas where the vents went vertical (there will be such places), the gravity should be low enough that people can reach the top, or float to the bottom, as there would be a fan at the bottom blowing up, providing an airlift effect.<br />
This doesn't have to be in every vent, but at least a few.<br />
<br />
Also, we might be able to tie the vent gravity brushes to the control room, more on that later.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Reactor room (alien base)]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=7</link>
			<pubDate>Fri, 04 Apr 2008 19:56:30 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=7</guid>
			<description><![CDATA[The furnace room would be the primary alien base. I was thinking of something like TrAK's base on Cerberus, but darker, more pipes, dirtier, steamier, and redder.<br />
<br />
There would be a large central furnace, open grates. There would be fire in the center of this furnace, and any player who falls into said fire would die from being "in the wrong place", aka a kill brush.<br />
<br />
This furnace would have several pipes leading off. Some pipes would form short walls, before bending into the celing, others would form shelves and other levels.<br />
<br />
There would be many vents opening into this room, as well as one main door.<br />
<br />
Along the walls, there would be square red lights, i believe there is one in the e6 texture set. It was used on gloom2beta* series. These would give off a soft red glow, perhaps about 5000.<br />
<br />
The room should be filled with a light fog, and jets of steam shooting out of the furnace.<br />
<br />
If anything poses a conflict, or you have more questions, outline them below.]]></description>
			<content:encoded><![CDATA[The furnace room would be the primary alien base. I was thinking of something like TrAK's base on Cerberus, but darker, more pipes, dirtier, steamier, and redder.<br />
<br />
There would be a large central furnace, open grates. There would be fire in the center of this furnace, and any player who falls into said fire would die from being "in the wrong place", aka a kill brush.<br />
<br />
This furnace would have several pipes leading off. Some pipes would form short walls, before bending into the celing, others would form shelves and other levels.<br />
<br />
There would be many vents opening into this room, as well as one main door.<br />
<br />
Along the walls, there would be square red lights, i believe there is one in the e6 texture set. It was used on gloom2beta* series. These would give off a soft red glow, perhaps about 5000.<br />
<br />
The room should be filled with a light fog, and jets of steam shooting out of the furnace.<br />
<br />
If anything poses a conflict, or you have more questions, outline them below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bathrooms]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=6</link>
			<pubDate>Fri, 04 Apr 2008 19:51:22 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=6</guid>
			<description><![CDATA[The bathrooms are going to be one of the elements of this map that will make it feel human. Only a few other maps i have ever played have felt human, lived in, that was pulse and metro. I would like to get a feeling similar to those maps, but futuristic.<br />
<br />
There would be 2 bathrooms, male and female, obviously. They would both be about the same size, about as big as the basement in ATCSZALPHA.<br />
The wall over the sinks and counter would have a large mirror.<br />
<br />
The male bathroom would have 1 or 2 more urinals than stalls.<br />
The female bathroom would be completely stalls.<br />
<br />
There would be airvents in both bathrooms. These would be connected to the central vent system.]]></description>
			<content:encoded><![CDATA[The bathrooms are going to be one of the elements of this map that will make it feel human. Only a few other maps i have ever played have felt human, lived in, that was pulse and metro. I would like to get a feeling similar to those maps, but futuristic.<br />
<br />
There would be 2 bathrooms, male and female, obviously. They would both be about the same size, about as big as the basement in ATCSZALPHA.<br />
The wall over the sinks and counter would have a large mirror.<br />
<br />
The male bathroom would have 1 or 2 more urinals than stalls.<br />
The female bathroom would be completely stalls.<br />
<br />
There would be airvents in both bathrooms. These would be connected to the central vent system.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Train]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=5</link>
			<pubDate>Fri, 04 Apr 2008 19:48:22 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=5</guid>
			<description><![CDATA[This is for discussion of the transport train i mentioned earlier.<br />
<br />
As this is a large map, there would be a central transfer train across the center of the map. The train should not be the exclusive way to a particular area, rather it should complement things such as the teleporters.<br />
<br />
The way the train should actually function is as a sort of gondola.<br />
<br />
Players at either end would press a button, and that would transfer the train to their side (ill upload a picture of the button triggers i was thinking of later). If the train is at that side, the button will trigger it to move. When the train moves, the large doors (elevator style) would close on both platform and car, and the train would speed down the corridor, very rapidly. Above the doors, both on the platform and inside the car, there would be a little bar, that showed the trains progress. Seeker had something like this on his elevator.<br />
<br />
If you need clarification, post your question, and ill answer it as best i can.]]></description>
			<content:encoded><![CDATA[This is for discussion of the transport train i mentioned earlier.<br />
<br />
As this is a large map, there would be a central transfer train across the center of the map. The train should not be the exclusive way to a particular area, rather it should complement things such as the teleporters.<br />
<br />
The way the train should actually function is as a sort of gondola.<br />
<br />
Players at either end would press a button, and that would transfer the train to their side (ill upload a picture of the button triggers i was thinking of later). If the train is at that side, the button will trigger it to move. When the train moves, the large doors (elevator style) would close on both platform and car, and the train would speed down the corridor, very rapidly. Above the doors, both on the platform and inside the car, there would be a little bar, that showed the trains progress. Seeker had something like this on his elevator.<br />
<br />
If you need clarification, post your question, and ill answer it as best i can.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[General aesthetic theme]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=4</link>
			<pubDate>Thu, 03 Apr 2008 23:25:58 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=4</guid>
			<description><![CDATA[What will it look like?<br />
<br />
I think this is one of the most basic questions we need to address before jumping into making this map. There's a few ways we can do this:<br />
<br />
1. Gather a set of core thematic textures.<br />
2. Gather some reference images. Art, photos, other maps, etc.<br />
3. Make a "prototype room" which showcases the general feel of the map. This room doesn't necessarily need to be included in the map itself.<br />
<br />
Of all of these, I think 3) is probably the one that would work best in order to get us on the right track. I think it combines 1) and 2), with the advantage of giving us a good common starting vision.<br />
<br />
We could go several ways with this. Here's a few ideas to get started:<br />
a) Broken down, dirty, and rusty vessel. Maybe something using Sock's techno set (Uncreation, Sokolov)<br />
b)Crisp, clean, ultramodern ship. Kind of along the lines of Sirius Complex or Meep.<br />
c) Something in between. Kind of like Pulse, Arachnid, Niveus, Nexus6, etc. etc. I think that going this route leads to a few ambiguities that might make the map feel disjointed.<br />
d) Something different?<br />
<br />
So, what do you think?<br />
What should this map look like?]]></description>
			<content:encoded><![CDATA[What will it look like?<br />
<br />
I think this is one of the most basic questions we need to address before jumping into making this map. There's a few ways we can do this:<br />
<br />
1. Gather a set of core thematic textures.<br />
2. Gather some reference images. Art, photos, other maps, etc.<br />
3. Make a "prototype room" which showcases the general feel of the map. This room doesn't necessarily need to be included in the map itself.<br />
<br />
Of all of these, I think 3) is probably the one that would work best in order to get us on the right track. I think it combines 1) and 2), with the advantage of giving us a good common starting vision.<br />
<br />
We could go several ways with this. Here's a few ideas to get started:<br />
a) Broken down, dirty, and rusty vessel. Maybe something using Sock's techno set (Uncreation, Sokolov)<br />
b)Crisp, clean, ultramodern ship. Kind of along the lines of Sirius Complex or Meep.<br />
c) Something in between. Kind of like Pulse, Arachnid, Niveus, Nexus6, etc. etc. I think that going this route leads to a few ambiguities that might make the map feel disjointed.<br />
d) Something different?<br />
<br />
So, what do you think?<br />
What should this map look like?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Initial map features]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=3</link>
			<pubDate>Mon, 31 Mar 2008 04:27:49 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=3</guid>
			<description><![CDATA[Ok, to break the ice, here is a list of things that this map should feature.<br />
<br />
overview<br />
<br />
Map is an orbital station, that means no outdoors, maybe windows or not<br />
Several tiers<br />
Lots of interface screens (computers)<br />
Human spaces (eg bathroom, etc)<br />
Cargo areas<br />
Aliens in tanks (models)<br />
Particle effects<br />
Vents (with 15ish grav for vertical parts)<br />
Teleportation net<br />
<br />
<br />
Specific Features<br />
<br />
Elevator, a long one.<br />
Train<br />
Control room, with switches to trigger various map events remotely, and portals to view whats going on in said areas (small portals, not big pulse-esq things)<br />
Signs pointing various directions<br />
Broken down reactor room, radiation (not a buildable reactor, but a piece of architecture)<br />
Rumbles (small and short)<br />
"Heavy" water by reactor room, water that does a bit of damage over time<br />
Large stairs<br />
Crows nest-esq areas, lots of grating floors in box room with multiple levels<br />
<br />
<br />
Plot<br />
Alright, here is the plot:<br />
<br />
The humans have set up a research station in deep space, to study the new alien meance. Onboard said station were a number of aliens in deep cryosleep, in safety containers. These were being studied. During one night, a cryo unit holding a granger broke down, and the alien escaped into the ducts. Moving to the furnace room, it built an overmind and the other support strucutres.<br />
<br />
I know its thin, i wrote it in about 2 minutes. A full real story will be online soon.<br />
<br />
Bases<br />
Human<br />
Cargo room, lots of balconies and whatnot, each made of grating. Ladders and stairs connecting said levels.<br />
Boxes, as well as a plethoria of entracnes making it a default base, but not a good permanent base.<br />
<br />
Alien<br />
Furnace room. Pipes everywhere, some fire, jets of steam. Possible model from sokolov?<br />
Lots of vent entrances, one big door. Dim, red lighting.<br />
<br />
Alternate places<br />
<br />
Airlock: This would be one of the rooms that both teams would rush to. One main door, and a large, non operating back door. Main door is button operated, with buttons on each side, as well as in control room. Central column provides division of room, and reactor/overmind can be hidden behind this colum. Boxes scattered throughout room provide cover<br />
Storage rooms: Several storage rooms piled high with crates and boxes. Simple, 2 entrance L and U shaped rooms<br />
Bathroom(s): One entrance room, lots of large stalls, a counter, and a mirror.<br />
Cafeteria: Sort of like the one on meep. Tables, vending machine, and a counter with stove complete with flames.<br />
<br />
<br />
Other rooms<br />
<br />
Garden: A large room, with at least 3 entrances. This features dirt, trees, plants, and bird noises. Like the garden in "Building Harlequinn's Moon"<br />
Control room: Not designed for bases, should put a no-build brush in here. Lots of little portals showing areas that have triggers in them (doors, train, elevator, etc) with buttons below portals triggering those areas<br />
<br />
]]></description>
			<content:encoded><![CDATA[Ok, to break the ice, here is a list of things that this map should feature.<br />
<br />
overview<br />
<br />
Map is an orbital station, that means no outdoors, maybe windows or not<br />
Several tiers<br />
Lots of interface screens (computers)<br />
Human spaces (eg bathroom, etc)<br />
Cargo areas<br />
Aliens in tanks (models)<br />
Particle effects<br />
Vents (with 15ish grav for vertical parts)<br />
Teleportation net<br />
<br />
<br />
Specific Features<br />
<br />
Elevator, a long one.<br />
Train<br />
Control room, with switches to trigger various map events remotely, and portals to view whats going on in said areas (small portals, not big pulse-esq things)<br />
Signs pointing various directions<br />
Broken down reactor room, radiation (not a buildable reactor, but a piece of architecture)<br />
Rumbles (small and short)<br />
"Heavy" water by reactor room, water that does a bit of damage over time<br />
Large stairs<br />
Crows nest-esq areas, lots of grating floors in box room with multiple levels<br />
<br />
<br />
Plot<br />
Alright, here is the plot:<br />
<br />
The humans have set up a research station in deep space, to study the new alien meance. Onboard said station were a number of aliens in deep cryosleep, in safety containers. These were being studied. During one night, a cryo unit holding a granger broke down, and the alien escaped into the ducts. Moving to the furnace room, it built an overmind and the other support strucutres.<br />
<br />
I know its thin, i wrote it in about 2 minutes. A full real story will be online soon.<br />
<br />
Bases<br />
Human<br />
Cargo room, lots of balconies and whatnot, each made of grating. Ladders and stairs connecting said levels.<br />
Boxes, as well as a plethoria of entracnes making it a default base, but not a good permanent base.<br />
<br />
Alien<br />
Furnace room. Pipes everywhere, some fire, jets of steam. Possible model from sokolov?<br />
Lots of vent entrances, one big door. Dim, red lighting.<br />
<br />
Alternate places<br />
<br />
Airlock: This would be one of the rooms that both teams would rush to. One main door, and a large, non operating back door. Main door is button operated, with buttons on each side, as well as in control room. Central column provides division of room, and reactor/overmind can be hidden behind this colum. Boxes scattered throughout room provide cover<br />
Storage rooms: Several storage rooms piled high with crates and boxes. Simple, 2 entrance L and U shaped rooms<br />
Bathroom(s): One entrance room, lots of large stalls, a counter, and a mirror.<br />
Cafeteria: Sort of like the one on meep. Tables, vending machine, and a counter with stove complete with flames.<br />
<br />
<br />
Other rooms<br />
<br />
Garden: A large room, with at least 3 entrances. This features dirt, trees, plants, and bird noises. Like the garden in "Building Harlequinn's Moon"<br />
Control room: Not designed for bases, should put a no-build brush in here. Lots of little portals showing areas that have triggers in them (doors, train, elevator, etc) with buttons below portals triggering those areas<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Welcome]]></title>
			<link>http://os42tremmap.sourceforge.net/showthread.php?tid=1</link>
			<pubDate>Wed, 26 Mar 2008 23:26:44 +0000</pubDate>
			<guid isPermaLink="false">http://os42tremmap.sourceforge.net/showthread.php?tid=1</guid>
			<description><![CDATA[Welcome to the Orbital Station 42 development forums. This is where all discussions pertaining to the orbital station 42 map will be held.]]></description>
			<content:encoded><![CDATA[Welcome to the Orbital Station 42 development forums. This is where all discussions pertaining to the orbital station 42 map will be held.]]></content:encoded>
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