Career Officer
Join Date: Jun 2012
Posts: 161
# 11
01-30-2014, 01:54 PM
I'd have to say the most creative things I made were in the maps themselves.

One was my Gigantic Borg "Transformer" robot in ABI - Artificial Borg Intelligence
It was the longest time-absorbing creation on a ground map as everything had to be stacked without a 3D view (back and forth) It is as tall as a large building.

http://s1140.photobucket.com/user/Du...ml?sort=3&o=46

My proudest creation was when I built my "rebuilt" Argus Array map
in the Spawn of Medusa series.
(It was built before we had the graphics of the TW gates, so it was
a lot of back and forth positioning dots from the older foundry days)

http://s1140.photobucket.com/user/Du...l?sort=3&o=120

I never seemed to do anything small, lol
ABI-Artificial Borg Intelligence by Duke-of-Rock Available on Holodeck
Also play Spawn of Medusa - The 5 Part series
by Duke-of-Rock Available on Holodeck
Survivor of Romulus
Join Date: Jun 2012
Posts: 3,130
# 12
01-30-2014, 01:56 PM
Quote:
Originally Posted by thedukeofrock View Post
I'd have to say the most creative things I made were in the maps themselves.

One was my Gigantic Borg "Transformer" robot in ABI - Artificial Borg Intelligence
It was the longest time-absorbing creation on a ground map as everything had to be stacked without a 3D view (back and forth) It is as tall as a large building.

http://s1140.photobucket.com/user/Du...ml?sort=3&o=46

My proudest creation was when I built my "rebuilt" Argus Array map
in the Spawn of Medusa series.
(It was built before we had the graphics of the TW gates, so it was
a lot of back and forth positioning dots from the older foundry days)

http://s1140.photobucket.com/user/Du...l?sort=3&o=120

I never seemed to do anything small, lol
I always really liked that Argus Array.
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Career Officer
Join Date: Jun 2012
Posts: 1,108
# 13
01-30-2014, 02:19 PM
The maps I'm most proud of are:

"Ghosts of War, Part II", Map 6: The 2012 remaster features my first attempt at a triggered SFX set-piece (the bombing of the S.S. Fleming).

"Ghosts of War, Part V", Map 4: The Battle of Club 47. 'Nuff said. (Just remastered this mission, too, though it's still in testing.)

"Ghosts of War, Part V", Map 5: Earth space under phase shift (using the Blue Devidian sky layer). Map 2 is the same setting and design, but Map 5 also features an epic space battle. In the remaster, I moved the satellites into an angular orbit around Earth so that the first one is a short distance from Spacedock, which required no small amount of 3D trigonometry to pull off.

"Valley of the Shadow I", Map 2: The Nivay IV capital city, or rather what passes for one after the Romulan Star Empire destroyed it decades ago. An Imperial compound along the ocean, walled off from the shantytown where the conquered natives live in squalor. I'll be reusing this one in "Valley of the Shadow III", which I hope to have done sometime this spring.

Last edited by paxfederatica; 01-30-2014 at 06:19 PM.
Career Officer
Join Date: Jun 2012
Posts: 161
# 14
01-30-2014, 02:28 PM
Thanks, I appreciate it.

It debuted in Spawn of Medusa IV, which
thankfully has been fixed with the help of Brandon, Mr. D'Angelo, Geko,
and the Cryptic team.

It also appears in my Argus Array Defense mission, but it is a tough battle
mission with only a small story, so it doesn't have the features and effects
I had in the Medusa mission.
ABI-Artificial Borg Intelligence by Duke-of-Rock Available on Holodeck
Also play Spawn of Medusa - The 5 Part series
by Duke-of-Rock Available on Holodeck

Last edited by thedukeofrock; 02-08-2014 at 01:54 AM.
Captain
Join Date: Sep 2012
Posts: 1,761
# 15
01-30-2014, 04:45 PM
Quote:
Originally Posted by drogyn1701 View Post
I always really liked that Argus Array.
It does look cool. You could play catan on that thing!

'''''

Those who played my debut mission: A Time to Search know I rolled up my sleeves and started withbig ambitions. As a Priority one reviewer said each map feels like a different location. I am most proud of the holo chess table created when costume import allowed all kinds of npc tricks and The cloud city exterior inspired by the TOS episode: The cloud miners.
Play more STO Foundry! (You can thank me later.)

A TIME TO SEARCH: ENTER MY FOUNDRY MISSION at the RISA SYSTEM in the SIRIUS SECTOR

Last edited by lincolninspace; 01-30-2014 at 04:53 PM.
Captain
Join Date: Dec 2012
Posts: 523
# 16
01-30-2014, 05:11 PM
I think the best looking map I've made was the maturation chamber in Amicus Apparatus. Mainly I was inspired by noticing a slew of assets that had interesting combinations of green and blue. The sculpture asset came in handy to lessen any detracting points of view and gave a feel of organic movement.

Biggest challenge building that map was the unwanted remainders of the building sides I used for it's walling. I had to painfully map out where the type3 walls would go to ensure it resembled the feel of the bottom of a large chamber construct. Since the room was smaller points of view allowed the player to see the other side of the walls which broke the illusion so I had to set another boundry of walls that would go much taller, blackened by the night sky to camouflage them and I'd have to say it worked out pretty well.

Hippie john helped make sure this wasn't destroyed:

http://i738.photobucket.com/albums/x...gePreview1.png
May good management be with you.

Last edited by kortaag; 02-05-2014 at 05:26 PM.
Captain
Join Date: Jun 2012
Posts: 5,501
# 17
01-30-2014, 08:18 PM
I'd have to say Time's Eye interior for me.

http://s1347.photobucket.com/user/Ad...tml?sort=3&o=6

The map is actually Memory Alpha space. I have the player fly into Time's Eye (the rift seen in my sig), and as they do the system essentially despawns and the nebula clouds and stuff spawn, giving the illusion of actually crossing over into interdimensional space. It was hard to set the triggers right and not put too many effects so as to blow a graphics card, but it came out nicely. Once spawned, it had the first Eye that the player entered, a nebula cloud 'room', a few ships inside the 'room', and another Eye on the exit end (seen in the pic). The area was also surrounded by invisible walls so you can't leave the 'room'.

I also recreated it for the mission Time's Eye, but altered it a bit. In this one, the triggers happen the same way, but I restructured the 'room' so that it was a more linear path to the exit end. Partway into it, the player runs across a trigger and a third Eye appears in front of their ship.
I am the STO Lorax. I picked myself up and left, until the day the fun is replanted.
Captain
Join Date: Aug 2013
Posts: 6,493
# 18
01-30-2014, 08:47 PM
I don't have any pictures handy ATM (get the dang server fixed, willya?) but I'm proud of "Starbase 32 and Clarus System" from "Bait and Switch, Part II" (unpublished as of yet; I've been stuck in writer's block for well over a month on the fourth map). Starts with you warping into a big nebula cloud to pick up a passenger from a starbase inside it. Then you warp out via despawning the whole system and spawning a warp tunnel. Then I despawn that and spawn what I think is a rather creative rendition of a Class Y planet with lots of ice blues and glittery orbiting rocks.

Also some neat triggerwork with spawning the first enemy group (greendragoon helped me a lot with that), as well as a couple of reskins that I think turned out very well (Remans -> Tzenkethi, Terran Empire -> Ferengi).
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Quote:
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Starfleet Veteran
Join Date: Jun 2012
Posts: 260
# 19
01-30-2014, 08:58 PM
I've done some crazy maps in my time, but I think the most interesting would be the first map in the Purity daily. From a technical standpoint I like it because it is basically five missions on the same map, depending on which freighter group you rescue.
Captain
Join Date: Jul 2012
Posts: 4,050
# 20
01-30-2014, 11:23 PM
The mission I'm working on since months have definitely the best maps I've done. Mostly the big alien city which is used on 3 maps.
In the first maps, it's just a diplomatic minigame, trying to convince this people to join the Feds.
The city look like that, seen from a small pyramid building. On map 3, the pyramid is twice this size, and I added a building on top of it, it's really big. NPCS will come, to make it alive. We can already see the arena, the embassies, the market, and the transporter building.
There is also an arena I've built. So far, no NPCs (the map is all white, I can't place them except by adding them, loading the map, checking their place... it's too painful). But they'll come.
And this is how it looks like from the ground (the city itself is "in the sky" as a matter of speaking). The tube things are supposed to be "fast lane" for vehicle travel. The map itself is the jungle from Alpha. I needed a jungle, and building it from scratch would have probably been impossible. Either not enough assets, or an assets cap too low. Or both, most likely.

I don't have screens for the 3rd maps, which is basically the bad guys come and you help defend the city (because they also try to kill you, prime directive and all that). It's another part of the city, with fightings, explosions, and building being destroyed in front of you (explosion triggered, on the same time, the building is hidden, debris appear). I try to make it feel like a dirty urban fight, where people fight for their home.

Last edited by erei1; 01-30-2014 at 11:26 PM.
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