I fixed it!
KungFuSquirrel
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">
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
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-->
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-->
--Scythe--
the_only_scythe@subdimension.com
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...
are there going to be more updates.../me hopes so
Glad you got the map back under control!
I can't wait to play this latest build.
Are there ways (i.e. vents) around those bottle necks at the top and sides?