Evil_bOb1Join Date: 2002-07-13Member: 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.
manahCreator of ns_cagedJoin Date: 2002-01-25Member: 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.
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.
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.
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-->
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-->
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.......
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-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 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!!
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'!
<!--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-->
Comments
pic1
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 !
but I have one more question... do filler-brushes stop the engine rendering a room?
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-->
However since the dark color is mostly blue, the red picture looked really out of place.
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.
Thanks.
Note: I am not trying to say that this is an old post however!!!
pic1
<b><a href="http://www.chaosworx.net/maps/ns_cruisecontrol-pre06.zip" target="_blank">DOWNLOAD HERE</a></b>
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.......
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!!
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'!
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-->