View Full Version : WIP: The Lobby from The Matrix.

06-24-2002, 02:59 PM
First, am I too late? Has this already been done, or is it being done? Don't want to be a theif, now :)

OK, this IMHO, stands to be a really fun, rather simplistic map.

It should be relatively easy to do; the lobby will consist of many pillars and an elevator. There will, of course, be nice glass doors in front, and some level of metal-detector-like-apparatus in the entrance. Textures, custom, or is there somthing that should do the job? mirrord floor or no?

I'm building this as my first map, but it has come reasonably far already. What I'm working on now are the columns - there are multiple columns within the main column, which are really just 4 thin walls. All of the pieces will be HP 100-200, as that means a direct hit DFA will destroy any piece, but they can also stand up to a few rapid shots from the blaster rifle/ heavy repeater.

Of course, the level will have tons of guns, but probably NOT a rocket launcher -> just to destructive.

The columns won't be COMPLETELY destroyable, after 10 seconds of dedicated destruction a player should succeed in leaving 2 or 3 pieces standing half-way to the ceiling, maybe even some hanging down.

All of the columns will have at least slightly different composition, some will give way enough to make them worthless as cover, others will remain almost completely intact, no matter how hard you pound.

Now, beyond this, I can see a couple of POSSIBLE, but not certain additions:

1) Working elevators and a roof: probably not having any middle floors, but the roof would be a cool place to duel. It would be high enough that a good push would smash you, and drop you all the way to the street below. Anybody got a helicopter prefab?

2) I thought a piece of wall with a high level of HP could be 'blown up' revealing either a pitch black, pure white, or 'matrix green numbers/letters' textured room...because it would look hela-cool:)

I think the simplicity of the actual polygons would allow for really spiffy detail, and it should be a great project to get myself into mapping. If anyone feels like finding reference shots, it would be greatly appreciated (nudge nudge wink wink).

No screens yet, I'm still wrestling with how to lay everything out, but I always wanted to have a WIP thread so, here it goes!

Thanx all,


AIM: Angeldesignpro
E-mail angeldesignpro@cox.net

(BTW, angeldesignpro, for those of you baffled, is an anagram :cool: :cool: :cool: )

Sounds Risky
06-24-2002, 04:08 PM
What about between the lobby and roof a room similiar to the one where Morpheus was tortured? Or would that be too boring? Maybe you could force push someone out the window.

06-24-2002, 04:26 PM
i like the wall breaking into the matri code. that would be cool. try planetquake, they might have a heli prefab/model there

06-24-2002, 09:06 PM
I made a level waaay back when EF came out, but never finished it. Also did the Dojo. Mine was very similar to the ones that were made for Max Payne.

Hmm, maybe I should try to dig those old maps up ;).

06-24-2002, 09:24 PM
Idea sounds awesome as hell. I think the level should be a ffa, you start out by the doors with the security check, then walk down the main lobby into the elevator and fight on the roof if you must :)

06-25-2002, 12:18 AM
Yeah your late someone at Massassi is already almost done with there's the colums are breakable and everything it's preety cool.

06-25-2002, 01:11 AM
I hadn't checked massassi, here is what I have found:

Rather boring. No one even mentions breakable columns :cool:

Don't even think thats the lobby

I'm rather new to the termonology, but I think the former is JK 1 and the later is MotS anyways...

Nothing else (well, one broken link) came up when I searched for 'matrix'...

Should I still go for it?

Thx for all the other replies,


AIM: angeldesignpro
E-mail: angeldesignpro@cox.net

06-25-2002, 01:43 AM
there is a few city scapes at the wadfather.com for your sky box, ther is also a cool green-like-the-matrix-code texture in jkii some where

06-25-2002, 02:06 AM
For that white room, it would be cool if you had a hidden telephone with a teleport by it that'll takes you to the white/matrix room and have the place loaded with guns or ammo, or health or something. You could even map out a room or two in the Morpheus' ship and have it teleport you to that part of the map. Those areas could only be accessable through the hidden telephone or something.

06-25-2002, 02:13 AM
No :rolleyes: it's in the Showcase forum:

06-25-2002, 02:44 AM
F***!! Oh well there goes my Matrix level ;). His is too far for me to waste my time on something so similar. Plus his might turn out better!

06-25-2002, 12:28 PM
Still want to know if I should go for it?

I would add much more than just the lobby, should I plow in anyways?


06-25-2002, 01:01 PM
go for it!

06-25-2002, 01:14 PM
I say do it anyway, y'know, what the hell? Yours might be better, too.

06-25-2002, 01:41 PM
I'm free all summer, so I'm in it for the long hall! Thanks for the suport everyone!

We will have something by wednsday!

By the time I fall asleep tuesday evening, so help me god I will have a testable map. It wont even be an alpha test, even. Just all the levels placed out. If anyone has free time on wednsday I would love to have a test devoted to making sure all of the brushes line up in a way to make the map feel like it is to the corect scale. I have already wiped up a super-super alpha version of the lobby, and hope to finish the 'matrix room', and have the ship planed out by the time I drop dead tonight.

Now the real question is,

Do I go up (torture room, roof), down ('matrix' room, the ship) or...


Please, any good set screenshots (I am watching the DVD, but I can't count the columns, or realy get a true feel for the room yet), esp. for the ship, I have no idea where to go with that.

Any ideas on column construction would be good, too.

I think this would be fun if I could adapt it to be a single player level, too :- ) Shoot-the-crap out of 50 stormtroopers, while the stage explodes around you?

Yes please.

I will not quit until this is perfect!


AIM: angeldesignpro
E-mail: angeldesignpro@cox.net

06-25-2002, 11:56 PM
Read my sig :D

06-26-2002, 12:28 AM
im offically signing up for athe beta testing remeber me and email me please.

add as much as you can go get a cityscape skybox from the wadfather, for your skybox if you give me some pics of thematrix code i might be able to make a shader that has the code moves! so if you want me to do that i could try

06-26-2002, 12:42 AM
Friends from out of town literally showed up w/ no notice 5 minutes ago. I will still do work, but who knows how much.

Thanks for the code idea! I'd love it if you could help me do that, but I realy want to know HOW even if YOU do it. Just so that I can learn the ropes better, you know. I was hoping to have a map with testable scale by tonight, but it might have to wait till company is outa here :( It alldepends, though.

The e-mail links arn't working, so everyone who wants to help test is (I refuse to call it a beta at this point :)) e-mail or IM me (even if I am 'away')

E-mail: angeldesignpro@cox.net
AIM: angeldesignpro


06-26-2002, 02:28 AM
Quick bump. Working some on el level now.

Sounds Risky
06-26-2002, 03:16 AM
I would love to help out with any testing but I don't have a decent internet connection for multiplayer. Maybe I could just have fun testing with bots. Hehe. Get you screenshots and everything.

06-26-2002, 03:35 AM
well i hope you don't mind i went out and made a matrix code shader for you you can use it if you want im not quite done with it, but it works pretty good take a look at it here


what you don't see in the screen shot is...
the code scrolls down the walls and sufaces its put on :)
there are differnt layer of code that move at different speeds like in the movie so it looks like it has depth, hope you can use this in your map !

PS i sent you an email on HOW to make this, cuz you asked in a few post up

06-26-2002, 04:16 AM
That looks great! I need to brainstorm how nad where to use it, but it should be awsome! I have to checkmy e-mail now!:D :D :D

Thank you!

And och, once the level is testable I'll send you a copy!

06-26-2002, 04:29 AM
Well if you make stuff breakable under where you broke it could be the code :D

06-26-2002, 07:23 AM
Ok folks, here it is:

Pre-alpha radiant screenshot (http://members.cox.net/angeldesignpro/radiant1.jpg)

This is the top-down view, on the left (2d) portion, and the camera from the 3d viewer is behind the randomly-trextured console of the room w/ the chairs leading to 'the matrix'.

The topmost room is the lobby, with the top of it being the soon-to-be elevator/top floors. Just below the lobby is the pure white matrix room, w/ two doors form each cooridor. There is an 'entrance' green sign (well, just a black brush now) on one end of the white room, and a balck door on the other, so it wont be 100% confusing.

The control room is still very basic (notice the 4 brush armchair for the control chair! w00t), I will need lots of custom textures/modeling work/luck to make it come out nicely ;)

To the right of that is a hallway that will add the following rooms to the nebuchadnezzar:

*Dinning hall
*Medical room
*3 rooms, one of which will be made to look like neo's room
*storage room

And or anything else I can conceive of.

Any opinions on layout so far would be greatly apreciated. Expect more soon,


06-26-2002, 07:27 AM
The three people who e-mailed me thus have their e-mails saved in my 'testers' folder now, so you will recieve e-mails when the time comes!

06-26-2002, 11:18 AM
Havn't touched it since last post. Will work more now. Please, I neeeeeeeeed comments ;_;

Sounds Risky
06-26-2002, 12:20 PM
I like the idea of going from the Nebbecenuzza to the white room to the lobby. The textures in the control room (is this the part of the ship where they actually send people into The Matrix?) leaves a bit to be desired but I know you're still working on making it more detailed and giving it better textures. How will the little hallways between the rooms look? Will they just be the matrix code?

06-26-2002, 01:07 PM
Your comment on the textures is correct, it is all place-holder for now. The textures are just enough to make the level look semi-matrix like. Your asumpptions are correct. From nebuchednnezar to white room, the door is code, the hall is code. From white room to lobby, door/hall is all white. Don't worry, screen shots/testing will begin soon, jsut not tomorrow *sigh*.

The code testure ROCKS, by the way, the creator will be duely thanked in the readme/map itself ; )

06-26-2002, 03:42 PM
Roughly 20 shots: NOTE: All textures are placeholders.


A radiant view of the one made column:


All screens are very rough and subject to change. I changed the layout of the columns after closer inspection of the movie.

Coments, pictures, flames, praise, death threats? anything?


06-26-2002, 03:47 PM
looks very nice thats alot of pillars though or is that just me :lol: but other then that great job :D

06-26-2002, 09:30 PM
ok heres wat i have to say don't make the white room and control room conected to the lobby make a two pay phones and make then teleporters, and for breack able thing make the pillers only breack in brunks not the whole side of the it...make a side and split it into a few chunks with the clipper..make sure yiou use shift-enter to slpit them the select a few chunks and make them breackable, also make siome like metal pipe you know the small ones that they play the concrect on the main piller stickingo ut after you break it to give it a cool effect, also if you need me to make prefabs of anything i will

06-26-2002, 11:56 PM
Thanks for the comments vio. Right now I made the column as one of the things I was going to test, but I admit, it dosn't look very real at all. I think I will make another design that is more chunky now, not sure if I will do another seeries of screenshots though.

I talked to Rich, and he told me I should avoid teleporters, but I might still change it. I do say that the effect of the doors/cooridor still looks rather nice now.

I especialy need someone to tell me if they layout/# of columns looks reasonable?

I did notice last night that they started 'inside' of the glass, so I put them there while I worked on the security fixture.


Sounds Risky
06-27-2002, 01:18 AM
It looks like the lobby needs to be stretched and widened and the columns need to smaller, spaced farther apart and further away from the walls.

As for the teleporters, couldn't you have the phone take them to a matrix code hallway, put them on an invisible train and once they reach the end of the hallway teleport them to the lobby or whatever?

06-27-2002, 03:25 AM
hmm not sure why rich would say that....good mapper tohug prob some good reason wany i would make sky shader of white so it will make the room seem to go on forever, also i like the idea of matrix code train idea but i would make it a tower that you fall through to another teleporter, that would bring you to the room but then again if no teleporters...ask rich why he dislikes them

Sounds Risky
06-27-2002, 04:05 AM
I thought maybe I could help out, so I got some pictures of the lobby and roof.

Lobby and Roof (http://www.pe.net/~shoemake/matt/images/matrix.zip)

06-27-2002, 04:52 AM
AMAZING picks, thank you SO much.

Now if someone could just tell me how many bloody columns there are! gyah. I get somewhere between 5 and 10 o.0;;

07-05-2002, 10:53 AM

07-06-2002, 02:16 AM
More guestage, and this round stayed for a week and didn't enjoy watching me map. So, nothing has happened. More work soon, I -promise- :)

On a side not, Resident Evil: Remake is THE GREATEST GAME OF ALL TIME. Somone should make a level based on THAT :)

07-09-2002, 12:44 PM
hope you finish this thing up, but take yer time and make it good.