Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: IceFire on December 06, 2001, 09:22:00 pm

Title: Node Maps R Us
Post by: IceFire on December 06, 2001, 09:22:00 pm
Okay, this sort of popped into my head a few days ago.  Its impossible to make a single comprehensive map because alot of people have different ones, but I think it would be nice to have an archive of as many FreeSpace nodemaps as possible.

If your all interested, can you post your maps here, tell me who made them, what the map is for, what campaign(s) its affiliated with and so on.

I'll try and post them on a page at FSW as fast as they come.  Or alternatively, a HLP webmaster could do the same thing.

[This message has been edited by IceFire (edited 12-06-2001).]
Title: Node Maps R Us
Post by: joek on December 07, 2001, 08:49:00 am
Umm, sure, why not...

This is the node map I created from  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif)'s. I wanted to clean up the map so that lines wouldn't over lap and you can see the routes more clearly (like the four "big loops"):

 (http://www.joek.com/i/freespace/fs2_nodemap.gif)

This is the one for my campaign: Revelations. I started with the above map, and, going on the thought that Shivans had other reasons for destroying Capella than us, thought that they did it to alter nodes (which, my idea of how nodes intertwine is kinda like a spider web, but more complex where, because stars are in motion around the galaxy, nodes can last for thousands of years until shifting and changing as the stars move and grow and die)... but all of that is another topic  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/redface.gif), so here is my campaign map:

 (http://www.joek.com/i/freespace/rev_nodemap.gif)

Joe.

------------------
 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: Node Maps R Us
Post by: Ryx on December 07, 2001, 09:56:00 am
 
Quote
Originally posted by joek:
...thought that they did it to alter nodes...

Interesting. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Node Maps R Us
Post by: CP5670 on December 07, 2001, 10:21:00 am
I just use the normal one for all of my missions; it seems to have enough systems for me... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Node Maps R Us
Post by: IceFire on December 07, 2001, 12:29:00 pm
joek, sounds similar to my subspace philosophy as well.
Title: Node Maps R Us
Post by: IceFire on December 07, 2001, 12:30:00 pm
Keep those maps a coming!
Title: Node Maps R Us
Post by: Dr.Zer0 on December 09, 2001, 12:12:00 am
I took your map in the for this one a while ago and fixed it and added my own systems  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif)

 (http://knossos.250x.com/knossosmap.jpg)

 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/nervous.gif)

------------------
Calvin (Calvin & Hobbes):
My powerful brain in unraveling the myseries of the universe.
------------------
Head Campaign Manager in Knossos Campaign ("http://www.vidavision.com/entertainment/drzer0/index.html")
------------------
"You have been overloaded with knowlage my young friend" -  untouchable
------------------
"When you mess with a doctor, you mess with dark powers" - The Brak show
------------------
Ion bars do not imprison me!
Title: Node Maps R Us
Post by: Joey_21 on December 09, 2001, 12:23:00 pm
denebsystem0.tripod.com/sm2map.jpg

copy and paste into location bar.

Map by me.     (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
For System Madness II campaign.

------------------
Creator of the Table Edit ("http://denebsystem0.tripod.com/tbledt.html") project.
IRC: /server twisted.ma.us.DAL.net /join #Deneb ("http://denebsystem0.tripod.com/chat.html")
Visit The Deneb System ("http://denebsystem0.tripod.com/").
Balance?! Don't you talk to me about balance when you've seen all the Sathanases the Shivans have!! - Joey_21
Checkout the System Madness II campaign ("http://denebsystem0.tripod.com/chi2orionis.html").
Bored with Window's Calculator? Click Here. ("http://jgmart.tripod.com/Calcu/")

[This message has been edited by Carl (edited 12-09-2001).]
Title: Node Maps R Us
Post by: aldo_14 on December 09, 2001, 12:41:00 pm
I'd show you mine but i'd have to kill you....(actually, there's onloy a bout 2 new systems, and they don't have names, anyway  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) )
Title: Node Maps R Us
Post by: Carl on December 09, 2001, 01:15:00 pm
 (http://www.wetcanvas.com/Community/images/06-Dec-2001/133+_node_map.gif)
Title: Node Maps R Us
Post by: Sandwich on December 09, 2001, 03:49:00 pm
Here ("http://www.3dap.com/hlp/pics/nodemap.gif")'s an animated GIF of the 3d nodemap I modeled. Broadband recommended (930kb).

EDIT: If you want the file, here's the link ("http://www.geocities.com/sandvich/fs2/files/nodemap_dxf.rar.zip")
------------------
America, stand assured that Israel truly understands what you are going through.

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)


[This message has been edited by sandwich (edited 12-09-2001).]
Title: Node Maps R Us
Post by: Su-tehp on December 09, 2001, 06:53:00 pm
Uh, sandwich, the link is STILL down...

And I still don't know how to use the file... What's up with that?
Title: Node Maps R Us
Post by: Grey Wolf on December 09, 2001, 10:02:00 pm
Click on this: http://www.geocities.com/sandvich/fs2/files/ ("http://www.geocities.com/sandvich/fs2/files/")
Then click on the correct file.
Title: Node Maps R Us
Post by: Su-tehp on December 09, 2001, 10:38:00 pm
Ok, I dl'ed the 3d_nodemap.rar.zip and the nodemap_dxf.rar.zip files, but neither one will open, even after I remove the "zip" or "rar" from the file name.

2 questions:

1) What do I do now to open these files and see the maps?

and

2) What program do I need to open these files and will it cost me money to get these programs or can I DL them for free somewhere?

(Sorry for the brusque tone, I have exams soon and I'm stressing.)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/nervous.gif)
Title: Node Maps R Us
Post by: Dr.Zer0 on December 10, 2001, 12:41:00 am
 
Quote
Originally posted by sandwich:
Here ("http://www.3dap.com/hlp/pics/nodemap.gif")'s an animated GIF of the 3d nodemap I modeled. Broadband recommended (930kb).

EDIT: If you want the file, here's the link ("http://www.geocities.com/sandvich/fs2/files/nodemap_dxf.rar.zip")

Buitful...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/cool.gif)

and I just noticed, Im a valuded member  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
Calvin (Calvin & Hobbes):
My powerful brain in unraveling the myseries of the universe.
------------------
Head Campaign Manager in Knossos Campaign ("http://www.vidavision.com/entertainment/drzer0/index.html")
------------------
"You have been overloaded with knowlage my young friend" -  untouchable
------------------
"When you mess with a doctor, you mess with dark powers" - The Brak show
------------------
Ion bars do not imprison me!


[This message has been edited by Dr.Zer0 (edited 12-09-2001).]
Title: Node Maps R Us
Post by: CP5670 on December 10, 2001, 12:43:00 pm
 
Quote
Im a valuded member

what's a valuded member? j/k (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Node Maps R Us
Post by: Dr.Zer0 on December 10, 2001, 03:13:00 pm
 
Quote
Originally posted by CP5670:
what's a valuded member? j/k  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

I noticed that one, I was just too lazy to fix it  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
Calvin (Calvin & Hobbes):
My powerful brain in unraveling the myseries of the universe.
------------------
Head Campaign Manager in Knossos Campaign ("http://www.vidavision.com/entertainment/drzer0/index.html")
------------------
"You have been overloaded with knowlage my young friend" -  untouchable
------------------
"When you mess with a doctor, you mess with dark powers" - The Brak show
------------------
Ion bars do not imprison me!
Title: Node Maps R Us
Post by: Jon Handby on December 10, 2001, 04:53:00 pm
okay im new to this particular forum. (im usualy moaning i mean looking for models on the mods forum.!)

This map was created using ideas from several maps ive seen incluing a few of my own.

Its going to be used for my campaign "Incidental warfare" (link in sig!)

 (http://handbytec.mystique-empire.com/IW/images/FSmap.jpg)

ive purposely left a bit out (at bottom!) as im going to be using that in a future campaign!

Regards

------------------
Incidental Warfare ("http://handbytec.mystique-empire.com/IW/index.htm")
SO what did happen???
Title: Node Maps R Us
Post by: Su-tehp on December 10, 2001, 06:10:00 pm
Jon, when is that map used? 50 years from the end of FS2? You've at least DOUBLED the number of GTVA-claimed systems from the official Volition map!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)

It would take DECADES for the GTVA to colonize that number of planets!

It's a nice looking map, to be sure, but GEEZ, there's no way this map could be used at any time less than 30-40 years from the end of FS2. NO WAY could the GTVA colonize that many planets in a shorter amount of time. It seems far more likely that many of those outlying planets would be unclaimed, as opposed to being GTVA colonies.

Remember, even after 32 years, the borders of Terran-Vasudan space didn't change much. Laramis wasn't even colonized during the story of FS1: The Great War (I remember this from a command briefing in FS1).

Aside from that, the map is very cool.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
FRED Zone's ("http://freespace.volitionwatch.com/fredzone/home.shtml") Grammar editor/ FS history moderator
Former member of TCA
Member in good standing of 99th Skulls
Honorary member of TCS and UGC

"I created your civilization...now I will destroy it!"
--Ra, the Sun God
Title: Node Maps R Us
Post by: Nico on December 10, 2001, 08:08:00 pm
 
Quote
Originally posted by Su-tehp:
Jon, when is that map used? 50 years from the end of FS2? You've at least DOUBLED the number of GTVA-claimed systems from the official Volition map!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)

It would take DECADES for the GTVA to colonize that number of planets!

It's a nice looking map, to be sure, but GEEZ, there's no way this map could be used at any time less than 30-40 years from the end of FS2. NO WAY could the GTVA colonize that many planets in a shorter amount of time. It seems far more likely that many of those outlying planets would be unclaimed, as opposed to being GTVA colonies.

Remember, even after 32 years, the borders of Terran-Vasudan space didn't change much. Laramis wasn't even colonized during the story of FS1: The Great War (I remember this from a command briefing in FS1).

Aside from that, the map is very cool.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


come on, you don't even know the plot, don't judge it like that. My campaign occurs 100 years after capella, maybe his own too?
Title: Node Maps R Us
Post by: Blue Lion on December 10, 2001, 08:18:00 pm
Just because it's considered a GTVA system doesn't mean it's been colonized, maybe just secure.

------------------
 RECIPROCITY ("http://www.3dap.com/hlp/hosted/reciprocity/")
 
 Fastest Man Alive
 Let's go Terps!
Title: Node Maps R Us
Post by: Su-tehp on December 11, 2001, 12:08:00 am
 
Quote
Originally posted by Blue Lion:
Just because it's considered a GTVA system doesn't mean it's been colonized, maybe just secure.


Securing a system would require constructing an Arcadia-class installation in the system. that would take quite a while also, Blue. You can't exactly tow an installation through a jump node (it doesn't have a jump drive, after all); it has to be built in-system. That means constructing a shipyard in order to build the installation, then building the installation itself. I figure it would take between one to two years to build an Arcadia installation to secure a single system. Between FS1 and FS2 in a span of 32 years, the GTVA gained Laramis, Luyten-726-BA, Wolf 359, Alphard and Dubhe (and maybe Mirfax, Adhara and Procyon A, if they hadn't been colonized already). These systems are very newly colonized (within the past few years or so) in FS2.

My point is that in 32 years, the GTVA managed to claim between 5 to 8 systems, tops. How could they claim another 20 systems in anything less than 60 years, especially when the GTVA is still reeeling from the destruction of Capella?

But, in all fairness, I haven't seen Jon's website yet, so I don't know the story behind this map. (And it IS a cool-looking map!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) )

All I'm saying is that there needs to be a REALLY good explanation for all these new GTVA systems if the time of this campaign is less than 60 years after FS2...

------------------
FRED Zone's ("http://freespace.volitionwatch.com/fredzone/home.shtml") Grammar editor/ FS history moderator
Former member of TCA
Member in good standing of 99th Skulls
Honorary member of TCS and UGC

"I created your civilization...now I will destroy it!"
--Ra, the Sun God
Title: Node Maps R Us
Post by: Blue Lion on December 11, 2001, 12:16:00 am
 
Quote
Originally posted by Su-tehp:
Securing a system would require constructing an Arcadia-class installation in the system.


 Requires? Maybe, maybe not. It's possible the GTVA shot ahead and colonized systems farther out and decided to leave certain systems alone, especially ones that couldnt be colonized. It's possible is all I'm saying.

------------------
 RECIPROCITY ("http://www.3dap.com/hlp/hosted/reciprocity/")
 
 Fastest Man Alive
 Let's go Terps!
Title: Node Maps R Us
Post by: aldo_14 on December 11, 2001, 04:19:00 am
Following an ititial sweep by fleet, you could effectively secure a system by stationing an Orion / Hecate etc to blockade it's entry nodes....or even a bunch of sentry guns & Mjolnirs

 'Bottlenecking' the systems entry and exit points is the fastest way to secure it - it's highly unlikely any installation would be built until all possible entry points to the system were secure and protected.
Title: Node Maps R Us
Post by: Setekh on December 11, 2001, 05:12:00 am
Okay, here's my map. Focus is almost entirely on look-cool factor. This is something for you to flash around and get attention with, not to examine and analyse... so use it for the prescribed function  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) Presenting Array#167:

 (http://www.3dap.com/hlp/staff/setekh/thumbs/[size=7pt]starmap.jpg)  ("http://dynamic.gamespy.com/~freespace/hosted/array/imgarchive.php?image=167")
Title: Node Maps R Us
Post by: Nico on December 11, 2001, 05:15:00 am
 
Quote
Originally posted by Blue Lion:
 Requires? Maybe, maybe not. It's possible the GTVA shot ahead and colonized systems farther out and decided to leave certain systems alone, especially ones that couldnt be colonized. It's possible is all I'm saying.


It can also be idscovered systems, not colonized at all, and repertoried by scouting wings.
Title: Node Maps R Us
Post by: joek on December 11, 2001, 08:01:00 am
 
Quote
Originally posted by Su-tehp:
It would take DECADES for the GTVA to colonize that number of planets!...

... and in regards to the other posts (securing nodes etc)...

I just have to say to consider all of the Capella refugees. Why couldn't the GTVA put them to work colonizing. Think of back when the American west was being colonized. Or when Oklahoma was opened up, all those wagons of people just waiting to run out there and grab themselves some land. After all the hurt the Shivans caused, the GTVA was probably extra eager to expand and grab more and more resources.

Plus, after FS1, Terran-Vasudans lost their two biggest homes: Sol and Vasuda. Like the openning to FS2 says, they were the lost generation. After FS2, only Capella and so many GTVA military ships where lost. Civilian industry was still fine.

Joe.

------------------
 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: Node Maps R Us
Post by: Nico on December 11, 2001, 09:12:00 am
request:
Do we know the class of all the stars referenced in the official FS2 nodemap?
I could use a list of the sysems, with the type of star and it's kind:
What I mean: Sun= yellow star, small/medium size.
Title: Node Maps R Us
Post by: ^Graff on December 11, 2001, 10:51:00 am
There's one in this forum, isn't it?  "The Stars of Freespace"?
Title: Node Maps R Us
Post by: CP5670 on December 11, 2001, 10:59:00 am
Not sure about that one actually, since FS2 stars do not really share traits with the corresponding real-life stars. Here is what I found out about the colors used in the FS2 campaign:

Deneb: yellow
Gamma Draconis: white
Epsilon Pegasi: red
Capella: yellow (should be a black dwarf or neutron star after the campaign)

In my missions I decided that Sirius and Procyon are large blue-giants and Adhara is a yellow one similar to Sol. This is just guessing though. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Node Maps R Us
Post by: Nico on December 11, 2001, 11:08:00 am
well, if someone's brave enough to check all the FS1, ST and FS2 missions and CBanims...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Title: Node Maps R Us
Post by: Joey_21 on December 11, 2001, 01:23:00 pm
 
Quote
Originally posted by CP5670:
Not sure about that one actually, since FS2 stars do not really share traits with the corresponding real-life stars. Here is what I found out about the colors used in the FS2 campaign:

Deneb: yellow
Gamma Draconis: white
Epsilon Pegasi: red
Capella: yellow (should be a black dwarf or neutron star after the campaign)

In my missions I decided that Sirius and Procyon are large blue-giants and Adhara is a yellow one similar to Sol. This is just guessing though.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

I thought Deneb was blue. Go outside during the night and take a look for yourself.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

------------------
Creator of the Table Edit ("http://denebsystem0.tripod.com/tbledt.html") project.
IRC: /server twisted.ma.us.DAL.net /join #Deneb ("http://denebsystem0.tripod.com/chat.html")
Visit The Deneb System ("http://denebsystem0.tripod.com/").
Balance?! Don't you talk to me about balance when you've seen all the Sathanases the Shivans have!! - Joey_21
Checkout the System Madness II campaign ("http://denebsystem0.tripod.com/chi2orionis.html").
Bored with Window's Calculator? Click Here. ("http://jgmart.tripod.com/Calcu/")
Title: Node Maps R Us
Post by: Nico on December 11, 2001, 02:16:00 pm
 
Quote
Originally posted by Joey_21:
I thought Deneb was blue. Go outside during the night and take a look for yourself.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)


in FS it's yellow. (look at the intro)
Title: Node Maps R Us
Post by: Joey_21 on December 11, 2001, 02:36:00 pm
 
Quote
Originally posted by venom2506:
in FS it's yellow. (look at the intro)

Yet another cutscene mistake made by Intercrap.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Title: Node Maps R Us
Post by: Nico on December 11, 2001, 02:48:00 pm
 
Quote
Originally posted by Joey_21:
Yet another cutscene mistake made by Intercrap.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

interplay made nothing. blame volition for that.
Title: Node Maps R Us
Post by: Jon Handby on December 11, 2001, 02:52:00 pm
No they haven't been colonised, just claimed and a few colonys on one or two planets.... But it does have something in the campaign! lol!

Im hoping to make Incidental Warfare a BIG campaign. Thats why so many systems. but it is working on basis that that GTVA had outer systems already colonized (not much one or two, mainly in 1st outerworld grid. But they are aminly new and constructing colonies (you will vist one or two in the campaign) and some are research bases, such as CL-165

There is an error im working on 2 systems have same name. (i used an actual star atlas (epoch2000) to make the systems and names. But it isn't accurate.)

But there are 2 time zones in IWarfare : after cappela and the Shivan clean up where there is also a problem with hidden reminatnts of the NTF, who start up a rebelion of their own that doesn't work.
And then one about 10-15 (not yet decided yet) years later where the GTVA come under threat from the terrorist strikes again.

Im using a plot that im hoping to get indepth. Characters.

But then there is a major disatsorous ending. That will set the secene for my second campaign.

Regards

[edit]

What i also meant to say it there was a 30 year gap, (okay i know about problems with the GTA! and the PVE!) but i have added to the storyline page on the site to explain some (perhaps half) of the expansion. I dont think that in 30years the GTA ad PVE >> GTVA wouldn't expand so many systems.

In IWarfare theres more than one station :-) Vasudan station (was cairo but i had to rename it!) Hathor which was GTVA design. and Scylla for the mining/research/SOC/Freeworlders/etc! outposts - i dont think they would take long to build.

and the map is for the start of time zone 2 that is the majority of the campaign. after where nothing much happens.

Regards (again!)

[This message has been edited by Jon Handby (edited 12-11-2001).]
Title: Node Maps R Us
Post by: Joey_21 on December 11, 2001, 05:10:00 pm
   
Quote
Originally posted by venom2506:
interplay made nothing. blame volition for that.

*ahem* Intercrap has the MVE encoder.    (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

BTW: I remember reading that there were a bunch of errors made by intercrap such as the Manticore firing in the wrong positions and the Lucifer with beams on the side. There was also the Hades crashed onto a planet in Deneb.

[This message has been edited by Joey_21 (edited 12-11-2001).]
Title: Node Maps R Us
Post by: IceFire on December 11, 2001, 07:37:00 pm
Nice work guys!  Keep it coming!
Title: Node Maps R Us
Post by: Alikchi on December 11, 2001, 07:43:00 pm
Hey, I liked the lucifer with beams on the side! I always assumed it "should" have been like this:

2 in front on arms
1 on left

therefore its weak spot is on the right and rear.
Title: Node Maps R Us
Post by: Dr.Zer0 on December 11, 2001, 07:43:00 pm
 
Quote
Originally posted by Joey_21:
Lucifer with beams on the side. There was also the Hades crashed onto a planet in Deneb.

I found that, rember(I have a topic somewere on the  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) BB  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

------------------
Calvin (Calvin & Hobbes):
My powerful brain in unraveling the myseries of the universe.
------------------
Head Campaign Manager in Knossos Campaign ("http://www.vidavision.com/entertainment/drzer0/index.html")
------------------
"You have been overloaded with knowlage my young friend" -  untouchable
------------------
"When you mess with a doctor, you mess with dark powers" - The Brak show
------------------
Ion bars do not imprison me!
Title: Node Maps R Us
Post by: Setekh on December 12, 2001, 02:40:00 am
*whistles* If it wouldn't trouble anyone, I'd really like some feedback on my LSD map.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Node Maps R Us
Post by: Nico on December 12, 2001, 07:59:00 am
 
Quote
Originally posted by Joey_21:
  *ahem* Intercrap has the MVE encoder.     (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

BTW: I remember reading that there were a bunch of errors made by intercrap such as the Manticore firing in the wrong positions and the Lucifer with beams on the side. There was also the Hades crashed onto a planet in Deneb.

[This message has been edited by Joey_21 (edited 12-11-2001).]

What the hell? Interplay converts the video, they doesn't make it!!! You should learn the difference between developpers and editors.
Being angry at interplay for things like how they deal with the fs2 license, ok. Geat angry at them for things they have nothing to do about, that's something else. Don't be ridiculous, it's like blaming Adobe last time you did a crappy pic in photoshop.
Title: Node Maps R Us
Post by: joek on December 12, 2001, 08:17:00 am
 
Quote
Originally posted by Setekh:
*whistles* If it wouldn't trouble anyone, I'd really like some feedback on my LSD map.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

I like the artsy map  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) ... though seeing it now I am wanting to see it in Flash (to zoom in on text, and it would be cool when you're zoomed in to click on a node and it would scroll the map to the corresponding node, plus the node lines could be wavy and more LSD-ish  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)).

 
Quote
Originally posted by venom2506:
...it's like blaming Adobe last time you did a crappy pic in photoshop.

 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)

Joe.

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 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: Node Maps R Us
Post by: Mad Bomber on December 12, 2001, 03:25:00 pm
I would post my nodemaps, but they would all give away plot info.

What i will say is this: I did take Icefire's nodemap and modify it to some degree. While the systems past Tau and the systems past Mintaka are there in my nodemap, the Tau-Sirius node that was formed during Derelict has destabilized back to its original state.

I also added systems past Adhara. But you won't see any of those until the third campaign...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Node Maps R Us
Post by: Nico on December 12, 2001, 03:39:00 pm
 
Quote
Originally posted by Mad Bomber:
I would post my nodemaps, but they would all give away plot info.

What i will say is this: I did take Icefire's nodemap and modify it to some degree. While the systems past Tau and the systems past Mintaka are there in my nodemap, the Tau-Sirius node that was formed during Derelict has destabilized back to its original state.

I also added systems past Adhara. But you won't see any of those until the third campaign...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

well, basically,I took Icefire map (didn't know it had additional systems then), and just renamed Tau Eridani to Tau Ceti.
Title: Node Maps R Us
Post by: Joey_21 on December 12, 2001, 03:46:00 pm
 
Quote
Originally posted by venom2506:
What the hell? Interplay converts the video, they doesn't make it!!! You should learn the difference between developpers and editors.
Being angry at interplay for things like how they deal with the fs2 license, ok. Geat angry at them for things they have nothing to do about, that's something else. Don't be ridiculous, it's like blaming Adobe last time you did a crappy pic in photoshop.

My point is that it had to have been interplay because Volition wouldn't make so many mistakes. Volition is the developer and they should know how they developed the ships into the game.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Node Maps R Us
Post by: Nico on December 12, 2001, 04:04:00 pm
 
Quote
Originally posted by Joey_21:
My point is that it had to have been interplay because Volition wouldn't make so many mistakes. Volition is the developer and they should know how they developed the ships into the game.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

I can understand, but sadly, volition makes mistakes (they're human after all).
The worst exemple? The silent threat soundtrack. For some reason, in the first release, the soundtrack didn't work. So, the europeans got a version w/o the music. The V guys didn't even try to find what was wrong. And you know how easy it was to fix the pb? just to move the entries in the music.tbl at the end of the list...
Oh, another lill mistake: the manticore weapons are switched (missiles/lasers) in the intro.
Title: Node Maps R Us
Post by: Eishtmo on December 12, 2001, 06:40:00 pm
 
Quote
Originally posted by ^Graff:
There's one in this forum, isn't it?  "The Stars of Freespace"?

Yeah, I posted it a bit back.  I'm not going to look for it for you, though.

------------------
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Title: Node Maps R Us
Post by: Joey_21 on December 12, 2001, 07:27:00 pm
 
Quote
Originally posted by venom2506:
I can understand, but sadly, volition makes mistakes (they're human after all).
The worst exemple? The silent threat soundtrack. For some reason, in the first release, the soundtrack didn't work. So, the europeans got a version w/o the music. The V guys didn't even try to find what was wrong. And you know how easy it was to fix the pb? just to move the entries in the music.tbl at the end of the list...
Oh, another lill mistake: the manticore weapons are switched (missiles/lasers) in the intro.

Well, sad but true and I can't disagree there.
Title: Node Maps R Us
Post by: CP5670 on December 12, 2001, 08:55:00 pm
Anyone notice that small thing with the strength ratings for the Hecate's turrets? It seems that they accidentally made turrets 2 and 3 really strong (1.875), while leaving turret 6 at 0.625. (if you look at the way it was done it is pretty obvious that they wanted to make all of the big cannons on the top really strong)
Title: Node Maps R Us
Post by: Setekh on December 13, 2001, 02:35:00 am
 
Quote
Originally posted by joek:
  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)

Joe.

Heh, thanks Joe. I was thinking of maybe making it into Flash... but I'm no good at that.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Node Maps R Us
Post by: Nico on December 13, 2001, 05:21:00 am
 
Quote
Originally posted by Joey_21:
Well, sad but true and I can't disagree there.

I love to be right  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (that doesn't happen that often...)

Title: Node Maps R Us
Post by: joek on December 13, 2001, 03:02:00 pm
OK... I just kinda made another nodemap. From Setekh's funky nodemap I thought about what it would be like to make other funky nodemaps. Then I though about what a Shivan nodemap might look like (since they know so much more about subspace than us)... and that kinda made me think (off on a tangent) about that map in Time Bandits (anyone see that movie?). Then I thought, what about a map that looked funky, like viewing node-geometry from subspace (ie. what causes nodes to form)...

And from all of that, I started to make this (linked because of file size) ("http://www.joek.com/i/freespace/gravimetric_nodes.gif").

I basically ran with the idea of "what if nodes are caused by the interactions of some type of gravitational 'sphere of influence' of stars", with nodes forming in stable vortexes(sp?) (kinda like the Great Red Spot on Jupiter) between these spheres.

So, anyone like, or is my idea crazy.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Joe.

------------------
 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: Node Maps R Us
Post by: Su-tehp on December 13, 2001, 03:30:00 pm
Joe, the link is down...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)

------------------
FRED Zone's ("http://freespace.volitionwatch.com/fredzone/home.shtml") Grammar editor/ FS history moderator
Former member of TCA
Member in good standing of 99th Skulls
Honorary member of TCS and UGC

"I created your civilization...now I will destroy it!"
--Ra, the Sun God
Title: Node Maps R Us
Post by: Nico on December 13, 2001, 03:37:00 pm
 
Quote
Originally posted by Su-tehp:
Joe, the link is down...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)


? no, it's not  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
well, it's... unreadable, but cool anyway  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
why did you centered it on Wolf tho?

Title: Node Maps R Us
Post by: Mad Bomber on December 13, 2001, 04:36:00 pm
 
Quote
Originally posted by venom2506:
Oh, another lill mistake: the manticore weapons are switched (missiles/lasers) in the intro.

That was the case in the FS1 intro as well. So, I decided to modify the Manticore's POF and TBL and switch its guns/missles around. You'll see the new Manticore in the Eden Project.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Node Maps R Us
Post by: Nico on December 14, 2001, 03:26:00 am
 
Quote
Originally posted by Mad Bomber:
That was the case in the FS1 intro as well. So, I decided to modify the Manticore's POF and TBL and switch its guns/missles around. You'll see the new Manticore in the Eden Project.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

well, i found out, while playing HT, that the way the primaries are put on the manticore gives it (surprisingly), an excellent accuracy, I hardly missed a shot.

Title: Node Maps R Us
Post by: Tar-Palantir on December 14, 2001, 04:42:00 am
Uh, how much like the V one does I have to be. I've developed one from FS1 that follows the command brief .ani's and other sources as close as it can. Although it is very similar to the offical node map, it has got *some* changes.

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Title: Node Maps R Us
Post by: joek on December 14, 2001, 01:19:00 pm
 
Quote
Originally posted by venom2506:
? no, it's not   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
well, it's... unreadable, but cool anyway   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
why did you centered it on Wolf tho?

If the link is down, it may just because my site is still in limbo for your ISP (I transfered my domain name just the other day, so the switch might still have to propigate to some ISPs).

But I've updated the image ("http://www.joek.com/i/freespace/gravimetric_nodes.gif") to give a little intro to what's going on to make my crazy idea more understandable.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Joe.

------------------
 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: Node Maps R Us
Post by: Su-tehp on December 14, 2001, 03:49:00 pm
Joe, there's a problem with your map. From the way it looks, the jump nodes seem like they are outside their respective solar systems. Although it's a fun idea, a gravitational "intersection" in interstellar space (the space between star systems) is NOT where nodes form; all the nodes in FS1 and 2 have only been seen to form INSIDE a solar system, namely within a few Astronomical Units(AU) of a particular star. (1 AU = distance from the Sun to Earth's orbit, BTW)

Your map seems like these nodes would appear several light-years away from a star, making it useless to jump ships. Subspace jump technology only works for jumping within a solar system or from one solar system to another, NOT into the vast space BETWEEN solar systems.

Jump nodes only form near stars, even in the case of the FS2 nebula; you can see a star in some of the nebula missions. I've never heard of a node that forms in the space outside of a solar system.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)

------------------
FRED Zone's ("http://freespace.volitionwatch.com/fredzone/home.shtml") Grammar editor/ FS history moderator
Former member of TCA
Member in good standing of 99th Skulls
Honorary member of TCS and UGC

"I created your civilization...now I will destroy it!"
--Ra, the Sun God
Title: Node Maps R Us
Post by: Woomeister on December 14, 2001, 04:12:00 pm
 http://www.3dap.com/hlp/hosted/inferno/infnodemap2.jpg ("http://www.3dap.com/hlp/hosted/inferno/infnodemap2.jpg")

Here's mine done from scratch. I'm not going to explain it though and I didn't put in some things on purpose.
Title: Node Maps R Us
Post by: Nico on December 14, 2001, 05:19:00 pm
 
Quote
Originally posted by Su-tehp:
Joe, there's a problem with your map. From the way it looks, the jump nodes seem like they are outside their respective solar systems. Although it's a fun idea, a gravitational "intersection" in interstellar space (the space between star systems) is NOT where nodes form; all the nodes in FS1 and 2 have only been seen to form INSIDE a solar system, namely within a few Astronomical Units(AU) of a particular star. (1 AU = distance from the Sun to Earth's orbit, BTW)

Your map seems like these nodes would appear several light-years away from a star, making it useless to jump ships. Subspace jump technology only works for jumping within a solar system or from one solar system to another, NOT into the vast space BETWEEN solar systems.

Jump nodes only form near stars, even in the case of the FS2 nebula; you can see a star in some of the nebula missions. I've never heard of a node that forms in the space outside of a solar system.    (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)


well, dunno for that, you're probably right.
My little nitpick is way more... mmh... logical: you use circles. A gravit. field would be more or less spheric (I know, it's niot at all, just need to look at earth one, with the moon, one, it looks like a mutant bean). So you won't end up having "dots", but complete lines: the idea could be cool tho: instead of a subspace node, you would have a subspace rift.

[This message has been edited by venom2506 (edited 12-14-2001).]
Title: Node Maps R Us
Post by: joek on December 14, 2001, 05:56:00 pm
 
Quote
Originally posted by Su-tehp:
Joe, there's a problem with your map. From the way it looks, the jump nodes seem like they are outside their respective solar systems. Although it's a fun idea, a gravitational "intersection" in interstellar space (the space between star systems) is NOT where nodes form; all the nodes in FS1 and 2 have only been seen to form INSIDE a solar system, namely within a few Astronomical Units(AU) of a particular star. (1 AU = distance from the Sun to Earth's orbit, BTW)

Your map seems like these nodes would appear several light-years away from a star, making it useless to jump ships. Subspace jump technology only works for jumping within a solar system or from one solar system to another, NOT into the vast space BETWEEN solar systems.

Jump nodes only form near stars, even in the case of the FS2 nebula; you can see a star in some of the nebula missions. I've never heard of a node that forms in the space outside of a solar system.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)


Like I said, crazy idea.

It's not based on our 3D geometry (x,y,z), but on some other geometry (like something Shivans would understand with their vast understanding of subspace). It's not representing physical node locations, but some idea like why stars are node-linked to other stars (like stable spots where their "spheres" overlap).

 
Quote
Originally posted by venom2506:
 well, dunno for that, you're probably right.
My little nitpick is way more... mmh... logical: you use circles. A gravit. field would be more or less spheric (I know, it's niot at all, just need to look at earth one, with the moon, one, it looks like a mutant bean). So you won't end up having "dots", but complete lines: the idea could be cool tho: instead of a subspace node, you would have a subspace rift.

Well, I've only got Photoshop... 2D program.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) So I'm using circles as 2D representation of spheres. And with two spheres intersecting, there would be a circle of where the intersect, right? Well I guess within that circle of intersection, one spot would form a stable node (and all the other points along that circle would be unstable nodes between the two stars).

Like I said, I just thought it up and whipped together the graphic...

But the idea is to look at the node map not from our geometry of x,y,z space, but of something else.

Joe.

------------------
 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: Node Maps R Us
Post by: Setekh on December 14, 2001, 11:47:00 pm
Joe, dude, that's the coolest original idea I've heard for a long time. Maybe that map could be a fifth or sixth dimension or something (superstring theory, anyone?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)). Definitely very cool... Me likes, me likes. Glad I could've inspired you with my funky map  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Node Maps R Us
Post by: karajorma on December 15, 2001, 11:52:00 am
That shivan map has given me all kinds of ideas. Firstly the dot shown isn`t the location of the enterence to the jump node. It's the point of greatest stability in the subspace corridor. I`m sure shivans might consider those points very important for some reason human science doesn`t yet understand.

Secondly each circle you show crossing has a stable jump node but also has another point where the circles cross a second time. The question has to be what is this point? Is it another point of high stability? Is a point of very low stability - the opposite of the stable nodes.

With spheres crossing each other the topic gets more interesting. Now instead of points where the two intersect we have circles. All the points along the circle are equally stable for two stars but when you start adding in the others you`ll find that some are more stable than others.
Title: Node Maps R Us
Post by: Dr.Zer0 on December 16, 2001, 12:13:00 am
 
Quote
Originally posted by Su-tehp:
Jon, when is that map used? 50 years from the end of FS2? You've at least DOUBLED the number of GTVA-claimed systems from the official Volition map!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)

It would take DECADES for the GTVA to colonize that number of planets!

It's a nice looking map, to be sure, but GEEZ, there's no way this map could be used at any time less than 30-40 years from the end of FS2. NO WAY could the GTVA colonize that many planets in a shorter amount of time. It seems far more likely that many of those outlying planets would be unclaimed, as opposed to being GTVA colonies.

Remember, even after 32 years, the borders of Terran-Vasudan space didn't change much. Laramis wasn't even colonized during the story of FS1: The Great War (I remember this from a command briefing in FS1).

Aside from that, the map is very cool.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


Then explain why Sol is still down

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Title: Node Maps R Us
Post by: Setekh on December 16, 2001, 12:22:00 am
 
Quote
Originally posted by karajorma:
That shivan map has given me all kinds of ideas. Firstly the dot shown isn`t the location of the enterence to the jump node. It's the point of greatest stability in the subspace corridor. I`m sure shivans might consider those points very important for some reason human science doesn`t yet understand.

Secondly each circle you show crossing has a stable jump node but also has another point where the circles cross a second time. The question has to be what is this point? Is it another point of high stability? Is a point of very low stability - the opposite of the stable nodes.

With spheres crossing each other the topic gets more interesting. Now instead of points where the two intersect we have circles. All the points along the circle are equally stable for two stars but when you start adding in the others you`ll find that some are more stable than others.

Wow, interesting... really interesting. Look what you've started, Joe.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Node Maps R Us
Post by: Su-tehp on December 16, 2001, 12:24:00 pm
 
Quote
Originally posted by Dr.Zer0:
Then explain why Sol is still down


Um, I dunno. Maybe the GTVA hired the Marx Brothers to construct the Terran Knossos?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)



------------------
FRED Zone's ("http://freespace.volitionwatch.com/fredzone/home.shtml") Grammar editor/ FS history moderator
Former member of TCA
Member in good standing of 99th Skulls
Honorary member of TCS and UGC

"I created your civilization...now I will destroy it!"
--Ra, the Sun God
Title: Node Maps R Us
Post by: Jon Handby on December 16, 2001, 01:02:00 pm
 
Quote
Originally posted by Dr.Zer0:
Then explain why Sol is still down


Hi
In Independant Warfare the campaign starts just after cappella. As i said the campaign works on the basis that after the 32 years from FS1 the Terrans/PVN > GTVA did some exploring anmd settleing to get resourses for the collossus project (and the Warlock projects that is the main basis for the IWarfare campaign)

So the terrans haven't worked on the construction of the Sol-Knossos Project yet.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) (and they dont get chance to either until much later on in the campaign)

Not to worry why. But i dont realy want to reval the plot line until IWarfare comes out soon.

Regards
Title: Node Maps R Us
Post by: Xelion on December 16, 2001, 10:35:00 pm
This might be a bit late but I think Jon Handby's Nodemap is awesome. Keep up the goodwork.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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