.ns_complex

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">no its not dead.</div> Just want to say that ns_complex is not dead.

Im continuing my work on it actually reducing the oversized parts of the map to normal size, completely renewed (and simplified) the ready room to fit more and onos sized players adding more detail all over.

Its a huge map basicly like ns_hera but everything twice as big, just look at the minimap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The plan is to add doors all over the map that open during time (or weld to open) for shortcuts and new paths.


Is 8000 epoly in marine spawn too much for the commander (its all func_seetrough)?

Comments

  • LigerLiger Join Date: 2003-07-08 Member: 18026Members
    looks interesting... can't say much else atm, cause I don't have mapping skills...

    I've read someplace that 2.5k is the recommended amount for everyone... so... 8k might kill a large number of f/s...

    And a lot of welder interactivity is always cool, although don't over do it... (would be kinda cool if healspray or spit could work some weld points too...)
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I like the architecture, u got that going for ya, but I think the lighting is rather bland. I can see your using some coloured lights but they just arent enough in my opinion, especially for such a bright room. Also, in that bottom left pic, watch the r_speeds.
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    Aww you changed the hive names? I liked the "bli","bla" and "your mother" lol.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    its still "bli" and lightning is basic.
    r_speed peaks are 600
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Wow, the visuals are such a drastic improvement over previous versions, I'm stunned. It used to look so ugly... but now... pretty....
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Yes, it is going to look good. Judt hope you don't confuse the commander as he can see through all these layers of metal walkways <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Ollj+Aug 17 2003, 08:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Aug 17 2003, 08:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is 8000 epoly in marine spawn too much for the commander (its all func_seetrough)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    None of your e_poly count is due to func_seethrough brushwork.

    func_seethrough, and all other brush-based entities, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=37411&st=9' target='_blank'>don't contribute to e_poly</a>--they contribute to w_poly. Only models loaded from .mdl files and currently displayed on the screen are responsible for this number.

    Also, look at the bottom of the mapping guidelines for how e_poly should be measured -- unless you've got 10 res nodes in the room, you're using the information incorrectly. Only models that the mapper places are being considered for the limit (<a href='http://www.natural-selection.org/Mapping_Guidelines.html#Appendix_A__Baseline_E-Polys' target='_blank'>Guidelines Appendix A</a>). Otherwise, how would you plan on keeping the total e_poly down if the commander decides to build a massive turret farm? (correct answer: it's impossible for the mapper to control)

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've read someplace that 2.5k is the recommended amount for everyone... so... 8k might kill a large number of f/s...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    The <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Resource_Limits' target='_blank'>2100 baseline e_poly limit</a> for NS (was 2.5k for another mod?) doesn't have much to do with the 8000 he's talking about unless he's got huge custom mdls in his spawn.

    ----

    On a happier note, the map's looking great Ollj <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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