Ns_cruisecontrol

infiinfi Join Date: 2002-07-07 Member: 891Members
<div class="IPBDescription">Again new shots :d</div>...this is the area with the r_speeds problem... they go up to 1020 not further though

<img src="http://www.chaosworx.net/maps/ns_cruisecontrol_cspeed.jpg" border="0">
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Comments

  • infiinfi Join Date: 2002-07-07 Member: 891Members
  • infiinfi Join Date: 2002-07-07 Member: 891Members
  • infiinfi Join Date: 2002-07-07 Member: 891Members
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    very very nice  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->  i like the room in pics 1 & 2.

    I can imagine commander r_speeds are high, the whole screen is full. The only way to counter the problem would be to open a bit more the spaces between your corridors and rooms, but i remember in one of your last posts saying that you had no more room in vhe, no? You got yourself a serious problem, i know cuz i've had it to. Maybe what you could do is add a lift instead of the corridor thats on a slope between the hive and that computer romm.

    maybe something like this:

    <img src="http://perso.wanadoo.fr/evilbob/forum/infi.JPG" border="0">

    Maybe theres a better solution( and an easier!!)and just hope u find it). Anyway im still looking forward to ns_cruisecontrol.

    p.s No ns_cruisecontrol-pre06 ?  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> doh !
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    yeah I gotta do something like that... hmm pre06 is coming in a few days because I'm away for 2 days or so...

    but I have one more question... do filler-brushes stop the engine rendering a room?
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    They are entities so no they don't.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    You could always try just lowering the height you've set for the commander.  I did that on ns_caged and it fixed most of my problem high r_speed commander areas.

    And regarding filler brushes, make sure you've read <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=3178" target="_blank">this post</a>.

    You can use func_illusionary and the ‘invis from top down’ flag to remove particular details and structures from the commanders view. I’m not entirely sure if that just makes them invisible or stops them from being rendered altogether ... someone care to clarify?

    [edit]

    Forgot to comment on the screens.

    They all look much too dark and bland to me.  Try using more spotlights, brighter lights and subtler changes in colour between areas.



    <!--EDIT|manah|Aug. 26 2002,09:04-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    I like the catwalk area, the lighting (or lack thereof) is great.  Darkness = moodiness.

    However since the dark color is mostly blue, the red picture looked really out of place.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Ooh..nice.
    I think the red pic looks fine, it adds some contrast (although maybe not <i>quite</i> so red). My only complaint is the orange light on the ceiling of the third pic, it just looks...out of place somehow.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    looks awesome, so hows ur grid problem??
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    good looking map. on the minimap there's a long corridor down the middle...r_speed problems there
  • dragonsbladedragonsblade Join Date: 2002-08-07 Member: 1104Members
  • sharpsword6sharpsword6 Join Date: 2002-08-15 Member: 1166Members
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    Dragonsblade, Sharpsword, could you PLEASE do us all a favor and not post anything unless you have something that remotely repesents a complete thought. I think it is for the best because the community absolutely  H8s people who just make a lot of one and two word posts like 'nice map' and 'lolol'. It'll save you a lot of grief, humilation and harrassment later on.

    Thanks.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    ^An example of what something NOT to say bringing back an old post

    Note: I am not trying to say that this is an old post however!!!
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Infi- Do you have a new version for download? Is it packed with more Chiuaua Scaryness?
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    not yet I'm working on it... but I think I can put up a new version later today, hey but thanx that you all are so interested that's what motivates me to map on <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    shots of the second hive, the engine room... I'm currently fixing some bugs then I'll upload the new version...

    pic1
  • infiinfi Join Date: 2002-07-07 Member: 891Members
  • gutterclutchgutterclutch Join Date: 2002-06-30 Member: 850Members
    The large rooms and corridors look like r_speed problems, but the texturing and lighting is great
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    here it is ns_cruisecontrol-pre06 <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    <b><a href="http://www.chaosworx.net/maps/ns_cruisecontrol-pre06.zip" target="_blank">DOWNLOAD HERE</a></b>
  • sharpsword6sharpsword6 Join Date: 2002-08-15 Member: 1166Members
    Everybody should agree these maps are awesome. I like in he first page of posts pics 1 & 2 thoses are kewl.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    ok: Beta test:
    i think the engine room is great, its big, u got a lot of space to build, its noisy!! at last u´ve made a noisy hive room <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->, and, the only thing i can complain about is that u havent moved the resource node at the fire room, and that engine room has no vents D: aliens could get seriously raped if marines go trough the upper path, they build a siege gun, and thats it.......
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Hey, really good work. It reminds me of the style of mapping from Ekaj, and you should deffinatily take that as a compliment <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Do any of your alien spawn rooms have a secondary entrace? BTW, I love the hive room with the window and the flashing lights outside. =O....
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Just did a quick runthrough of this map... very nice work!!  You've got a great cohesive theme going on; I like the doors and elevators especially.  Your lighting is also nice, though perhaps you could mix it up a bit - some brighter spots, and some nice shadows.  Now, for the criticisms:

    1) "Window" Hive.  It currently only has one entrance; you should be planning on adding a second.  Also, the areas leading from that hive - especially the vent! - are pitch black.  This is frustrating for marines, and really difficult for aliens, as they don't have a standard flashlight to light up their surroundings.

    2) Doors.  I would suggest that you make the large doors open and stay open, while making the smaller doors close automatically after a short duration.  It just makes more logical sense, and adds a bit more variety to gameplay.  Once a game starts, chances are your doors will all quickly be opened and left that way.  Setting up turret ambushes behind a closed door is fun.  (:

    3) Elevators.  Since they will be approached from both sides, they usually work better when toggled by a switch at the top or the bottom.  Your trigger_presence-activated elevators are a little frustrating, especially when approached from the bottom.

    4) Engine hive.  The ambient noise all over the map is great, but in the engine room it's TOO LOUD.  Unpleasantly so.

    5) Lighting.  As I said above, you could stand for a little more contrast.  However, the map on a whole I feel is a little dark; I was much happier walking around when I had my flashlight on at all times.

    It's a lot of criticism, I know, but I'll stress again that I really liked this map.  It's very visually appealing, and has a lot of potential.  Keep it up!!
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    First of all, I think your use of sound is astounding, if a bit overdone and "localized."  What I mean by that is that while walking through the level you would hear one thing, then the first thing would cut out completely and you'd hear something else, then that would go silent and you'd hear a third thing, etc.  But that may just be a limitation of the HL engine's sound channels, and you obviously put a lot of time and thought into the placement and choice of sounds.  It adds so much to the ambience of the map.  When I saw and heard the large steam-spewing machine beyond the weldable door, I was literally afraid to approach it, mostly because of the sound.  I presume that was exactly the reaction you had in mind.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  However, I am going to revoice the complaint that the engine hive is far too loud.

    Your texturing is done well, I can't really see anything wrong with it, and I think the architecture and lighting is passable, although there are a few spots.  But there's nothing that really stands out visually.  A little bit of extra lighting contrast and ninja brushwork could go a long way.  Also, I like the flame/smoke effect but it seems a bit two-dimensional.

    You've got a whole lot of potential on this map, I was really disappointed when I ran into the parts that you hadn't finished yet.  Keep up the mappin'!
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    <!--QuoteBegin--RhoadsToNowhere+Aug. 30 2002,00:55--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (RhoadsToNowhere @ Aug. 30 2002,00:55)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->"I was really disappointed when I ran into the parts that you hadn't finished yet"<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    LOL, me2 <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    the map is looking really good and u added a lot of detail, and the hangar hive needs another entrance..... i thought that u needed 1 for marines, but 2 for aliens (vent, and a door) and i agree with the vent thing, u know, the vent that isnt finished yet near the marine spawn at the zig zag corridor with the windows?, in that vent u placed textures of lights, but u never texlighted em up =/, i suggest u to do this on all the vents, and then its gonna be great <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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