Trantius: Map Concept

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Comments

  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    WTF? Is that mapped in VHE?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Yes, Valve Hammer editor.
    Included z axis (my height distance between level 1 and 2 must be increased or the elevator does not make sense)
    Included Res, Hives CC and such...

    starting to make diagonals, details vents and doors soon.
    So, if you like a NS map without textures and details its done and playable <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=16284' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=16284</a>

    Thread with latest version of Trantius concept and a LOT of my thoughts about how it should look and feel when completed. I thought it would be best suited to another thread as it has gone through much revision.

    That's looking quite promising, I have no idea what VHE is but my attempts at using Quark gave me nightmares (quite literally, i DREAMT ABOUT THE MAP!)
    Don't take my coridoor sizes and room spacings as a solid plan for mapping though, feel free to play about as you might find out some viable changes for the design.
    I look forward to even an untextured playable version to get a feel of the layout and the scale. It's very hard to get a feel for scale looking at that top down and at my plan.
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