Throwing my own opinions out of the window, i decided to open up the hive and make it a bit bigger, and it is, also i managed to cut a LOT of wasted r_speeds out around the map, but there's still a lot more to do. I've not tested the hive on a full compile yet, but even on a fast compile the r_speeds are virtually acceptable, so when i do a full build i expect them to be fine. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As to the main marine start door, i've tested this with Onos, as with the rest of the map, and it's all completely fine. The only problem with the Onos that i'm having is some ladder buts, but i've no idea what's causing this to happen. NS / Halflife bug, perhaps?
Anyway, here's a little shot of the nearly complete hive (I've just got a little more infesting to do then i'll be happy with it).
<!--QuoteBegin--Tequila^+Nov 5 2003, 08:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Nov 5 2003, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Structurally nice, but why is it so washed out? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Because people whine at me for posting dark screenshots. Bah, seems i can't make anyone happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i dunno. i kinda like it. everyone posts screenshots that are extremely high in the way of contrast, whereas your ss has nearly none. personally i like a little variation. a bright room without dakr spots is kinda nice now and then, even if it is a hive.
but looks aside, i think it will be a bit tough for skulks to hide in there and ambush marines when they come'a nock'in. also, that red grating texture... i'm not so sure it's a good pick. maybe realign it or replace it altogether.
<!--QuoteBegin--::esuna::+Nov 5 2003, 03:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::esuna:: @ Nov 5 2003, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Tequila^+Nov 5 2003, 08:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Nov 5 2003, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Structurally nice, but why is it so washed out? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Because people whine at me for posting dark screenshots. Bah, seems i can't make anyone happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> To hell with them! Give me my lovely unedited shots, chief!
<!--QuoteBegin--Tequila^+Nov 6 2003, 01:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Nov 6 2003, 01:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--::esuna::+Nov 5 2003, 03:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::esuna:: @ Nov 5 2003, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Tequila^+Nov 5 2003, 08:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Nov 5 2003, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Structurally nice, but why is it so washed out? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Because people whine at me for posting dark screenshots. Bah, seems i can't make anyone happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> To hell with them! Give me my lovely unedited shots, chief! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I will do when i get a new build of the map. As it stands i have roughly 40% of the vents i want in, the base layout is now complete, there's only one area that needs entirely fleshing out now. Other than that i'm working in a few new particle systems and finishing off the ambient sounds.
I do have a problem however, and i have no idea how to fix it. At one place there's a ladder, for some reason it's impossible for an Onos to walk over the top of it and fall to the bottom. But then again, it's impossible for him to "mount" the ladder at the top and climb down too. The only way round it is to jump over the func_ladder entity. As it stands the entity itself does not go higher than the ground, and every other class i've tried doesn't have this problem. And yes i'm using the new hullfile. So, can anyone enlighten me or do i have to replace the ladder with stairs or something?
And the pretty much final overview, barring one or two vents and the 'WIP' section is still a work in progress. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
As to the main marine start door, i've tested this with Onos, as with the rest of the map, and it's all completely fine. The only problem with the Onos that i'm having is some ladder buts, but i've no idea what's causing this to happen. NS / Halflife bug, perhaps?
Anyway, here's a little shot of the nearly complete hive (I've just got a little more infesting to do then i'll be happy with it).
Because people whine at me for posting dark screenshots. Bah, seems i can't make anyone happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
but looks aside, i think it will be a bit tough for skulks to hide in there and ambush marines when they come'a nock'in. also, that red grating texture... i'm not so sure it's a good pick. maybe realign it or replace it altogether.
Because people whine at me for posting dark screenshots. Bah, seems i can't make anyone happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
To hell with them! Give me my lovely unedited shots, chief!
Because people whine at me for posting dark screenshots. Bah, seems i can't make anyone happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
To hell with them! Give me my lovely unedited shots, chief! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I will do when i get a new build of the map. As it stands i have roughly 40% of the vents i want in, the base layout is now complete, there's only one area that needs entirely fleshing out now. Other than that i'm working in a few new particle systems and finishing off the ambient sounds.
I do have a problem however, and i have no idea how to fix it. At one place there's a ladder, for some reason it's impossible for an Onos to walk over the top of it and fall to the bottom. But then again, it's impossible for him to "mount" the ladder at the top and climb down too. The only way round it is to jump over the func_ladder entity. As it stands the entity itself does not go higher than the ground, and every other class i've tried doesn't have this problem. And yes i'm using the new hullfile. So, can anyone enlighten me or do i have to replace the ladder with stairs or something?