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Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Solatar on February 27, 2008, 06:48:20 pm

Title: Freespace 1 Era Node Map
Post by: Solatar on February 27, 2008, 06:48:20 pm
Inspired by several previous things thrown around here about such a nodemap, I made one of my own in paintshop. It's a more artistic version of JAL-18's nodemap (with research on the systems done by Andreas). I've placed Talania where I thought it ought to be (it can be ignored) and addes the Diones system mentioned in the FSrefbible (connects to Aldeberan and Talania, arbitrarily). I've been extremely busy with school, rehearsals for various music groups, and other general real life things but I open up FRED once in awhile, and this is the map I use.

Again, layout is pretty much the same as JAL-18's, and I didn't do the research, just made it look better (IMO).
The nodemap is a "snapshot" of space right before the Shivan incursion. PVE systems have a green tint, GTA ones a blue tint, and several "unexplored" systems (the Luyten area ones) are white.
(http://www.geocities.com/mpkerrigan/nodemap.jpg)

Enjoy/flame/hope this is the appropriate forum.
Title: Re: Freespace 1 Era Node Map
Post by: Cobra on February 27, 2008, 06:49:46 pm
There's three jump nodes leading to Sol. :wtf:

Everything else looks good to me. :yes:
Title: Re: Freespace 1 Era Node Map
Post by: Solatar on February 27, 2008, 06:53:47 pm
I'll look and try to find the discussion, might have been awhile back (I can't remember, I made this map several months ago). The premise was that Andreas went through FS1 and "fixed" the inconsistencies with the FS2 nodemap, adding nodes where needed. Rather than a canon nodemap, this is one of those purist "what V might have intended" things. That's why Sol has three jump nodes, and several other systems have nodes to weird places.
Title: Re: Freespace 1 Era Node Map
Post by: Topgun on February 27, 2008, 08:34:59 pm
sol cannot have three jump nodes. the whole fs2 story line is screwed that way.
Title: Re: Freespace 1 Era Node Map
Post by: Solatar on February 27, 2008, 09:18:18 pm
I was under the impression that by labeling it non-canon, and explaining the reason for it having three nodes I was clear on why it didn't, in fact, have three nodes. The map has its origins in this thread:
http://www.hard-light.net/forums/index.php/topic,28611.40.html
Title: Re: Freespace 1 Era Node Map
Post by: terran_emperor on February 28, 2008, 01:57:41 am
Sol Has  3 node in system according to CommandBriefing anis. Also the endgame cutscene mentions "All the jump points from Earth" instead of just "the only jump point from Earth", meaning there are more than 2 nodes in sol.

My theory is that the all 3 nodes were in a very tight triangle formation, similar to A-Centauri. When the Lucifer Exploded, the blast was of large enough scale to take out all 3. However, for whatever reason, by FS2 time the D-Serpentis Node is the one with the most chande of recovery.

BTW, you forgot Aldebaren-Altair Node. And G-Draconis shos up as an unlabled system...
Oh can you make the tints more prominent
Title: Re: Freespace 1 Era Node Map
Post by: NGTM-1R on February 28, 2008, 02:40:57 am
There's three jump nodes leading to Sol. :wtf:

Everything else looks good to me. :yes:

http://www.hard-light.net/wiki/index.php/Node_Inconsistencies

In fact, if someone consulted the wiki, they would realize it gave all the systems and their known connections. Damn noobs. :P
Title: Re: Freespace 1 Era Node Map
Post by: Snail on February 28, 2008, 02:20:16 pm
From my Shivan theory:

Quote from: Snail's Theory
Another side-effect of the cataclysm was the creation of "phasing" and "dependent" nodes. Phasing subspace nodes were nodes that phased in and out of a usable condition. The nodes in FS1 that were not functional in FS2 were phasing nodes which had gone into a "dormant" stage during the events of FS2 and hence were not usable.

Dependent subspace nodes are "bonded" to a stronger Jump Node or Nodes, and are directly affected by things that happen to the main Node. Known dependent nodes were the extra nodes leading to Sol other than the Delta Serpentis node (see Node Inconsistencies for more information). Once the main Sol-Delta Serpentis node was destroyed, the other dependent nodes bound to it were appropriately destroyed.

Well that's what I think... :nervous:
Title: Re: Freespace 1 Era Node Map
Post by: Goober5000 on February 28, 2008, 06:52:41 pm
Mad Bomber thought it first. :D
Title: Re: Freespace 1 Era Node Map
Post by: Mad Bomber on February 28, 2008, 07:34:23 pm
I did indeed come up with phasing nodes, but not 'dependent nodes'.
Title: Re: Freespace 1 Era Node Map
Post by: Solatar on February 28, 2008, 09:43:24 pm
I think the theories concerning the fluctuating stability of nodes is really a very valid point. You've got Shivans in FS1 using uncharted nodes, as well as plenty of nodes that aren't used in FS2. It's entirely possible the fluctuations of some nodes were regular, and mapped. It's like trying to drive through the St. Bernard's pass: in winter you know you can't take the alpine road. If you want to travel from system X to system Y in one jump, you have to wait for it to be stable. If not, you can travel around. In a time of war, getting an edge on the Vasudans is worth traversing a few nodes that wouldn't otherwise be used.
Title: Re: Freespace 1 Era Node Map
Post by: Koth on February 28, 2008, 11:49:10 pm
Node map counter attack!

[attachment deleted by ninja]
Title: Re: Freespace 1 Era Node Map
Post by: Snail on February 29, 2008, 11:14:26 am
Mad Bomber thought it first. :D

Yeah I thought it was a kewl idea. :nervous:
Title: Re: Freespace 1 Era Node Map
Post by: Solatar on February 29, 2008, 05:19:39 pm
I quite like yours Koth. Obviously set 35 years from mine, actually noting the "phasing" nodes was a good idea. Of course the farther we go, the farther we go into speculation. I think speculation can get kind of interesting though (as long as it doesn't get TOO far fetched).
Title: Re: Freespace 1 Era Node Map
Post by: Koth on March 01, 2008, 01:52:12 am
Well, actually that was a ten minute Paint.NET job. I just looked at the FS Wiki and added every Jumpnode and System I could find.
Title: Re: Freespace 1 Era Node Map
Post by: Solatar on March 01, 2008, 10:32:25 am
The one I posted in this thread took maybe 20 - 30 minutes, but only because it's shiny...

Creating these things isn't hard, I just had one lying on my hardrive I figured I'd share. Makes no difference to me what anybody thinks of it.
Title: Re: Freespace 1 Era Node Map
Post by: Koth on March 01, 2008, 10:44:08 am
I just wanted a nodemap which included every system and jumpnode there is and as I didn't find an already existing one I made my own.
Title: Re: Freespace 1 Era Node Map
Post by: Antares on May 26, 2008, 01:02:05 am
Gamma Draconis isn't discovered until after the Great War ends, so it shouldn't be labeled anyway.

However, I can't see the territorial tints at all; either I've suddenly gone colorblind, or they're all white.
Title: Re: Freespace 1 Era Node Map
Post by: FreeSpaceFreak on May 26, 2008, 10:34:38 am
:necro:

But you're right anyway.
Title: Re: Freespace 1 Era Node Map
Post by: ShadowGorrath on May 26, 2008, 10:41:33 am
Gamma Draconis was discovered shortly BEFORE the Great War.
Title: Re: Freespace 1 Era Node Map
Post by: HelDM on May 26, 2008, 10:44:55 am
*blinks*

Ross 128 --> Delta Serpentis --> Sol

Quote
The nodemap is a "snapshot" of space right before the Shivan incursion.

why did the shivans go for Vasuda first?  :confused:

first Sol --> Deneb --> Vasuda
Title: Re: Freespace 1 Era Node Map
Post by: Mars on May 28, 2008, 03:37:18 am
They didn't know where Sol was
Title: Re: Freespace 1 Era Node Map
Post by: PLX on May 28, 2008, 07:08:21 am
They didn't know where Sol was
...and SD Lucifer went to Ribos to destroy SC Taranis.
Title: Re: Freespace 1 Era Node Map
Post by: Titan on May 28, 2008, 11:40:00 am
My theory is that the all 3 nodes were in a very tight triangle formation, similar to A-Centauri. When the Lucifer Exploded, the blast was of large enough scale to take out all 3. However, for whatever reason, by FS2 time the D-Serpentis Node is the one with the most chande of recovery.

possibly because it was the most stable one... which would also give us a clue as to why those other ones are so... obscure.