Expanded Banana Pyramid City WiP -1 reply

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The One and Only

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29th January 2004

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#1 11 years ago

Some of you may know about the proposal to build a pyramid structure containing an enormous city in Tokyo Bay. For those of you who don't, I'm not lying. (They can buid these fantastic structures, yet the fork illuded them... :confused: ) Anyway, I'm recreating a map based on this design, for the mod team, Expanded Banana Productions. It will feature six levels, the bottom being a landing area, the second being devoted to recreation, the third will contain shooting ranges, and of course, a hospital ;) . The fouth level will be mostly offices and the top two levels will be a lookout point, with a huge garden area below. The whole structure will be open, with a mass transit system of trams and lifts through the structure. There will also be smaller, "hanging" gardens and landing pads, connected to parts of the structure. I'll post some screenshots soon, at the moment I'm trying to get around an error in the compile, but if anyone has any suggestions for the map, let me know!




The One and Only

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#2 11 years ago

Forgot to mention: If anyone wants anything advertised in this map (Mods, no clans, sorry!) then let me know. If you can, please make a texture 1024x1024 and post it, otherwise I'll see what I can do.




Reekris

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#3 11 years ago

I've heard of that idea. Are you going to make it as big (or nearly as big) as it would be in real life? Because that's pretty freaking huge.




The One and Only

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#4 11 years ago

No, that's not possible in the Q3 engine without screwing up the lighting (Which is something I desperately need to test) But it contains six levels, each one about the height of a small four story building (roughly)




Mad Cat MkII

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#5 11 years ago
The one and only;3507774Some of you may know about the proposal to build a pyramid structure containing an enormous city in Tokyo Bay. For those of you who don't, I'm not lying.

i wonder why they would do this i mean u cut off all weather to the town inside




The One and Only

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#6 11 years ago

No you don't, it's an open structure. However, you've got to wonder why build in an eartquake prone bay, where they get huge waves...




Reekris

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#7 11 years ago

The show on TV I saw about said that it was strong enough to withstand the massive waves, and would actually protect the city behind it. And yeah, since it's open (and not that tall), wind would go through it, clouds over.




The One and Only

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#8 11 years ago

Ok, here's basically what I have so far, I'm going to do the nodes (Connection points in the transport system) and the tunnels later, partly because I don't know precisely where all the buildings are going to go yet, partly because too many hollow spheres are giving me an error... As for scale, well, there's a small arrow pointing to something on top, that's quite a spacious double lift. pyramidpromo01ue0.jpg




The One and Only

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#9 11 years ago

Okay, I'm trying to make a realistic lift without scripting it, and I want someone elses opinion on whether or not this would work: I'll make the lift as a func_door (I know this part works) and set it as a toggle door triggered by a button (That's fine so far) And then I'll have a door at the top of the lift shaft and one at the bottom. The "Lift" starts at the top, the top door open and the bottom door closed. When you press the switch, the top door closes, there's a delay on the lift to allow the door to close, and a delay on the bottom door so that it opens after the lift reaches the bottom. I know the delay would have to be the same for the door opening as closing, but I think I can work around this if the rest of it will work.




The One and Only

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#10 11 years ago

Combine these into one post if you like.

Nevermind, I figured it out. For anyone who's interested, here's how: (This is for a lift starting at the bottom, but it work's both ways) Make the "lift" as a func_door, with the angle set to -1, and the lip set to a negative number, to make it travel far enough up. Have it set to toggle, and crusher. Create your top door and bottom door, give each a different targetname, and set them to toggle and crusher too. Now, set the following keys and values on the "lift": target target2 closetarget opentarget Finally, give the "lift" a target name, create a switch inside and outside the lift shaft at the top and bottom. Select all these (four) brushes, and make a single trigger_mulitple out of them. Now have them target the "lift" and set a delay between firings, which allows the "lift" to reach the other end, and the doors to open/close.

Edit: the bottom door must also be set to START_OPEN