I fixed it!

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">(sorry for the new topic)</div>Well, after threatening the map's life a few... dozen... times, and actually tearing a few holes here and there, Eclipse PT build 2 is good to go. Well, short of a fresh compile to fix a couple minor (but important) issues... but it'll be ready by lunch time. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> It's amazing what a couple days can do to you.

Here's a revised layout. Do check it against this one: <a href="http://planethalflife.com/awmaps/pics/eclipse_7-26_1.jpg" target="_blank">http://planethalflife.com/awmaps/pics/eclipse_7-26_1.jpg</a> <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Hive connections are skimpy, I'm aware, but I'm at a loss of how exactly to manage at least one of them while maintaining equidistant traveling times, so I figure it's probably best to let the playtesters help on that one.
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-28b_1.jpg" border="0">

This is a low-detail pass hallway that I added in last night in a fit of rage while trying to (literally) make some ends meet. Looking at the surrounding areas, I could probably double the poly count in here safely. Seems to serve as a decent transition from the funky corridor into the heart of the level:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-28b_2.jpg" border="0">

This is the very red shot from a few days ago. As much as I enjoyed having those skylights with the little chunk of visible building, I had to axe that to make the connection down to the hall in the previous shot. Like the last shot, this is low-detail pass, and I could perhaps even triple the polycount here and stay well within accepted bounds. I may add a resource nozzle in a little alcove halfway up; the marines could use another nozzle closer to spawn:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-28b_3.jpg" border="0">

A heavily changed room since the previous build - Decided to take a most bland hive and simply move all spawns into an adjacent and much better room. Lighting may be a bit bright, but it should work quite well. Interestingly enough, this is a 4-tiered room (elevated walkways, second walkway, floor, sub-floor vent), but no access should be lost to the marines as a result. It'll be interesting to see how (if at all) this works in-game:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-28b_4.jpg" border="0">

Updated route leading to and central hub of the computer core hive. Spotlights will be toned down a bit, but I think the overall effect is -much- better than the previous version. Also added some subtle green glows to the panels -- that makes a huge impact on the overall setting. Yay for that:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-28b_5.jpg" border="0">
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-28b_6.jpg" border="0">

Comments

  • TiCKTiCK Join Date: 2002-05-30 Member: 708Members
    Cool..

    Is the hive you are worried about the east one? It looks closer than the other 2 to the marine spawn.. but I might be wrong.

    Umm... very awsome. I just wish I could play some NS on it.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    2nd shot is... lovely <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <!--QuoteBegin--Mendasp+July 28 2002,16:41--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Mendasp @ July 28 2002,16:41)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->2nd shot is... lovely <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    yeah, it might be low detail, but it gives it a very clean look to it...When a public dl?  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    In that hive room, if you have enough polys you might wanna add infestation over that walk area (the grey stips).  But then again if you dont have enough polys (and I assume you dont) you would probably not think about that ingame.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    looks amazing as always..... and its nice how u made that room turn into a nice hive......
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Lookin fine as per your usual standards KFS. Those uninfested walkways still stand out though. The second pic looks like an alien slaughterhouse to me. I look forward to advancing down that elevating walkway in the third pic as part of a marine firing squad, taking cover behind those supports. Maybe you could add a few infested bulges in the hive room if polys allow.

    --Scythe--
    the_only_scythe@subdimension.com
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    /me gasps

    Wonderful as always, I really don't see how you have the time to do all this. Nice job!

    And the update on your site, it's beautiful, simply beautiful...
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    hmmmm..... these pics lookzor exelente
    are there going to be more updates.../me hopes so
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    <b>*Pats KFS*</b>

    Glad you got the map back under control!

    I can't wait to play this latest build.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Mmmkay. Question:

    Are there ways (i.e. vents) around those bottle necks at the top and sides?
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Cool.  Great work  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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