Ns_ttro screens
blueman
Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Of the some remade parts</div>buf this is the 2º time i write this post (the 1º time it didnt work. again.
this is me and some friends doing a "test". thats the ventilation hive.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_100.jpg" border="0">
this hive is near the cargo area
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_101.jpg" border="0">
this is the cargo area. it was first 2 rooms but ive joined them and know i hope it hosts big battles
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_102.jpg" border="0">
this was before a stupid room with steam thing and that. ive changed it to a computer room
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_103.jpg" border="0">
the same from dif angle
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_104.jpg" border="0">
this one leads to the last room and ive moved the resource node nearer the marines.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_105.jpg" border="0">
this once was a stupid room with a ladder and that, ive made it just a corridor.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_106.jpg" border="0">
this one is a cc view of the cargo area
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_107.jpg" border="0">
this is me and some friends doing a "test". thats the ventilation hive.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_100.jpg" border="0">
this hive is near the cargo area
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_101.jpg" border="0">
this is the cargo area. it was first 2 rooms but ive joined them and know i hope it hosts big battles
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_102.jpg" border="0">
this was before a stupid room with steam thing and that. ive changed it to a computer room
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_103.jpg" border="0">
the same from dif angle
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_104.jpg" border="0">
this one leads to the last room and ive moved the resource node nearer the marines.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_105.jpg" border="0">
this once was a stupid room with a ladder and that, ive made it just a corridor.
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_106.jpg" border="0">
this one is a cc view of the cargo area
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_107.jpg" border="0">
Comments
gj
1) Flay's not a big fan of trigger_hurts, and in a high-action area like a hive the last thing you want to have to worry about is falling to your death.
2) That said, make sure those pits are either escapable (water at the bottom and a ladder out, perhaps), inaccessible (a grate over them, perhaps), or deadly (big honkin' fan at the bottom). If it's safe to go down, make a way back out for non-climbers/fliers. If it's not safe, make sure it *looks* dangerous - don't make a nice flat floor and lay a trigger_hurt on top of it.
My personal advice:
No matter what, close at least half of them with grates or infestation. The open ones could be left open (e.g. grates lifted up and leaning against the wall, maybe), or perhaps torn/broken open.
If there are fans at the bottom, make sure to put trigger_hurts at the bottoms of the open ones.
If there is flat ground at the bottom, maybe make one of them have water in it, (you can use a particle system from a broken pipe overhead as an explanation for why it's flooded) - in fact, I'd put at least a little water in all the open ones, so a marine who falls in won't die. And make sure you have ladders back out.
Ok, I talk too much. Looks great!
tommyd i dont understand you when you say thaa bout the level over level in the one pic. if youre meaning the 6º one, im about to destroy that, cause with the new design it has no meaning. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
back to the topic......
nice pics, and the ideas that coil gave are really nice ones, u should implement it, nice map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->