Ns_achio

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
edited September 2004 in Mapping Forum
The salvage of the battlecarrier Achio
QUOTE
Progress indicator: finished.
This post will keep updating during progress...
QUOTE
Current version: version1 beta2
Released versions:
  • ns_achio alpha 0.6
    - first public release
    - incomplete map version (60% finished)
    - brightness test and bug testing
    - Mirror: Hosted by Bry's NS Server

  • ns_achio alpha 0.61
    - incomplete map version (61% finished)
    - brightness/lighting tweaks
    - texture & architecture tweaks
    - alpha 0.6 bugs fixed
    - Mirror: Hosted by Bry's NS Server

  • ns_achio alpha 0.86
    - incomplete map version (86% finished), but playable
    - brightness/lighting tweaks
    - texture & architecture tweaks
    - new areas added
    - new ambient sounds
    - added a temp readyroom
    - there are blackwalls in the map. The missing areas are going to be behind them in the final release
    - texture bug reported, the join team signs (marines, aliens and spectate) are invisible
    - Mirror1: Hosted by @home.nl

  • ns_achio beta 1.0, released on aug-05-2004
    - complete map version ready for betatesting
    - brightness/lighting tweaks
    - texture & architecture tweaks
    - new areas added
    - new ambient sounds
    - A door which only can be openend by pressing two buttons almost simultaniously. This will gain the team acces to a resnode and also a semi double res
    - Mirror1: Hosted by @home.nl
    - Mirror2: Hosted by Bry's NS Server

  • ns_achio_v1b2, released on sept-06-2004
    New filename, ns_achio_v1b2.bsp

    - map version 1
    - beta 2

    Bugfixes:

    - Null textured face ceiling port skylight - found by Naigel
    - Missplaced spark entity in watercleansing - found by Rhodri2311
    - Being able to go to the outside of the map in the damaged section fixed - found by [Sorcerer]
    - Typo fixed in the location name (dammage --> damage)
    - The bug which put the player outside the map (using jetpack or fade-blink) in the aft engine vent is fixed - found by End

    Changes:
    - The former darkness is back, I personally thought the previous version was to bright
    - Entity count has been reduced
    - Lightdata has been reduced
    - Clipnodes and leaves have been reduced a little
    - Overall lighting tweakes for visual enhancement
    - Overall mapsize reduced with approxiamately 1.1Mb

    - Mirror1: Hosted by @home.nl
    - Mirror2: Hosted by Bry's NS Server


QUOTE
Game type: Ns.
Layout: Semi "horizontal" symetrical, hallways and some rooms would be slightly different.
Map class: Serious.
Size: "Very" large (The map gives the player the feeling of being small)
Env_gamma: 1.6
Final resnodecount:11
Mission briefing: Link1 , Link2
Achio on NS-world
Achio on  Pexgames

Latest rendered layout:
user posted image

Screenshots:

user posted imageuser posted imageuser posted image

user posted imageuser posted imageuser posted image

user posted imageuser posted imageuser posted image

user posted imageuser posted imageuser posted image

user posted imageuser posted imageuser posted image

user posted imageuser posted imageuser posted image

Readyroom credits:
Fighterplane screenshot:
user posted image
Created by Chrono
Skinmeshing CoolCookieCooks
Skinning by Darkstorn
Compiled by BAshh

Computer console texts & textures john_sheu


A custom storybased skybox (revised)
The revised skybox, The one I am using right now is the bottom half of the image, the top half was the first version, link

Note:
Achio has a 'new' style of lighting. Dark and atmospheric. I am trying to create the ultimate cinematic effect the player can feel in a map.
This will be achieved with the help of sound, lighting, and elements/attributes which have been left behind by the crew before the TSA have arrived.
I'll try to make the map balanced and everything has to be realistic looking, there will be nothing in the map which does not serve a purpose.

Achio is most likely the bigest map ever created for NS, but due to the engine limitations I had to cancel a few areas. I made it look like that there is much more to the ship then is seen by the player with the use of broken inaccesable areas, closed doors and elevations which make believe that there are more decks on Achio...
Post edited by Unknown User on

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Comments

  • Zulu55Zulu55 Join Date: 2004-01-02 Member: 24975Members Posts: 32
    I think the lighting is a little bland, but it has that good sort of depressed, washed-out look.

    Some of the texture choices are a little off, I think. The support pillars going up to the ceiling particularly stood out for me the first time I looked at it.

    My .02
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    QUOTE (Zulu55 @ Jan 7 2004, 04:36 AM)
    I think the lighting is a little bland, but it has that good sort of depressed, washed-out look.

    Some of the texture choices are a little off, I think.  The support pillars going up to the ceiling particularly stood out for me the first time I looked at it.  

    My .02

    The lighting is indeed a bit bland sad.gif

    Is this better perhaps:

    Used some different textures/architecture on ceiling

    user posted image
    user posted image
    user posted image
    user posted image

    Now that I look at the difference... It's amazing what lighting can do wow.gif

    Tnx for that feedback Zulu55!
    Post edited by Unknown User on

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  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members Posts: 2,923
    that broken hallway is just plain 1337.
    *Secret message :: Maveric says he's quit playing NS!*
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members Posts: 1,056 Advanced user
    edited January 2004
    Looking good! That bit of fog there sets the mood well.

    But, while I like most of the changes, the ceiling texture on |-| parts of the "H" looked nice before.

    And I'd make those texture lights along the floor a tad brighter. Be careful that you don't let it get too much darker, you want people to be able to see that nice architecture!
    www.oldf.net
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    QUOTE (BigDXLT @ Jan 7 2004, 10:18 AM)
    Looking good!  That bit of fog there sets the mood well.

    But, while I like most of the changes, the ceiling texture on |-| parts of the "H" looked nice before. 

    And I'd make those texture lights along the floor a tad brighter.  Be careful that you don't let it get too much darker, you want people to be able to see that nice architecture!


    The button in the back is flickering since it has broken of the wall and lies on the ground, but I could try 1 more floor light near the broken door just like in the first pictures without getting to bright/bland again.
    For the button to work the marines have to weld the part on the wall for the button to get activated. And that door wont open to the full extent on the left and top side also once welded and button pressed it cant be closed again for the duration of the round biggrin.gif

    New screenshot the broken door now with a litte bit more light.
    user posted image
    Post edited by Unknown User on

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  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members Posts: 651
    edited January 2004
    Looks much better now that its brighter, but try and make the floor lights a bit more yellow just to add some colour, also some overlays on those lights would be good. I like the fog smile.gif
    user posted image
    I am tall, beleive it.
    What a clown
    More funny clowns
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    The door has been welded biggrin.gif now lets have a look inside...
    user posted image

    Impact part of the asteroid and also the weldable entrance of the starboard generator hive (im gonna look up into space as soon as I build the force field (not build yet so how am I not sucked into space? Easy its magic tounge.gif)
    user posted image

    That flashlight was owned by Sergeant Jason P. Black.
    He dropped it while the entire team was whiped out near the starboard generator and he escaped from the skulk. On his way towards the bridge and he also jammed the door so the skulk couldnt follow him. Eventually the skulk found and killed him on the bridge while he made the last radio contact with central command:
    Post edited by Unknown User on

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  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation Posts: 3,950
    VERY NICE. It looks very high-quality and unique.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members Posts: 3,975
    edited January 2004
    I like that catwalk a LOT.

    What would make it very cool is if you made it a pit of steaming water that the catwalk's going over, instead of pipes. Then add a LOT of steam around that, it will be very atmospheric.

    I think you made the rest of the corridor too dark. Something that would make it very nice is if you have clouds of steam hovering about the floor (not all over the place in midair, just around the floor); would be awesome... a long hallway that's relatively well-lit, yet uniform cover for skulks ... ;D


    I like your map!!!!!!!!!!


    I just saw the broken hallway! MARRY ME!
    QUOTE(esuna)
    In short, stop just looking at screenshots and thinking "JESUS CHRIST! THAT ENGINE IS PERFECT BECAUSE IT LOOKS LIKE x GAME! MY COLON EXPLODED!"
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    QUOTE (Windelkron @ Jan 8 2004, 05:50 AM)
    I like that catwalk a LOT.

    What would make it very cool is if you made it a pit of steaming water that the catwalk's going over, instead of pipes.  Then add a LOT of steam around that, it will be very atmospheric.

    I think you made the rest of the corridor too dark.  Something that would make it very nice is if you have clouds of steam hovering about the floor (not all over the place in midair, just around the floor); would be awesome... a long hallway that's relatively well-lit, yet uniform cover for skulks ... ;D


    I like your map!!!!!!!!!!


    I just saw the broken hallway!  MARRY ME!

    The idear of the mist is because its cold in this part of the map due to the hole in the hull of the ship. Since those pipes are hot (plasma pipes) it creates the mist which is lighter then the air in the ship and naturally floats higher.

    But I really like that idear about the mist hovering on skulk hight and being thicker then it is now (thicker mist is heavier then air biggrin.gif) so the marines see shadows of the skulks that attack them. The only problem is this is the Half-Life engine and also the maximum entity count. But I think its worth trying biggrin.gif.

    Still the pipes are a part of the ship since H-junction connects starboard to port and has a lot of wiring/pipes going through it. So the pipes stay but I am going to add water arround it as a cooling factor.

    Btw my first idear was to put water under the catwalk. Funny you had the same one...

    Tnx for these cool insight/idears btw. I'll find out what is possible with mist in this engine if its the last thing I do biggrin.gif
    Ow wait I have to go to college... No time to map sad.gif

    [edit]Damn its my birthday today... So I wont get to mapping today, time for pie biggrin.gif [/edit]
    Post edited by Unknown User on

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  • chrisjenxchrisjenx Join Date: 2003-01-09 Member: 12055Members Posts: 17
    Man i love the ideas gone into that map,
    i can map just cant texture to save my life
    great work, keep it up this is one i wanna play on lol

    laters CJJJ
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    I resized the images to 800 x 600 which decreases the file size nicely (~250kb to ~90kb)
    After some tweaking I managed to get the avarage r_speeds down to 420 - 450 and at the worst part (at the end of the hallway in H-junction) 550 - 580... I'm still trying to crank it down

    The modified textures (I mentioned here) in action:

    user posted image
    user posted image
    user posted image

    The patch in the middle is above the flashlight is a func_breakable from flesh. The aliens can break through the wall to attack any unsuspecting marine.
    user posted image

    The bacterium somehow stops the vacuum from space comming into the ship. Changed the "startrekkie" idear of a schield... If one gets to close to it hurts the player with per time 10hp.
    I just saw something in this screenshot... Theres a skull like image on the wall due to the texture alignment, I like it now my question is should I fix it or leave it there for a creepy effect biggrin.gif
    user posted image
    user posted image

    This room behind the door, the marines have to weld, is a nice siege room to siege the starboard generator hive. Or if the marines dont want to siege they can break through the left wall and crawl/jetty towards the hive...

    It has at the end 2 entrances into the hive.
    1. on the left side a crawl space not bigger the a vent(the hidden func_breakable)
    2. on the right side the obvious entrance behind the seethrough infestation, a hole in the wall. walkspace biggrin.gif?
    It offers room for 1 tf + 1pg (mayb even an armory) and some turrets and sieges. For more protection the commander can also build in H-Junction near the broken door. This stops turretfarms turret.gif turret.gif turret.gif turret.gif turret.gif turret.gif turret.gif turret.gif turret.gif
    but still offers lots of protection if build strategically.

    [edit]One moment I'll get you guys a commander view to in the edit of this post, the broken part from the ceiling isn't seen by the comm since it is kind of annoying to build there then...
    user posted image
    The green circle says it all ^_^[/edit]
    Post edited by Unknown User on

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    New part of the map with 2 screenshots. I also adde some water since it was a ice asteroid that hit achio:

    Looking through the hole behind the flesh/infestation func_breakable (which I just ate biggrin.gif)
    user posted image

    looking from the other side back to the room with the flashlight.
    user posted image

    Also got a location name as you can see. An asteroid can do this to the nanogrid biggrin.gif

    [edit] next stop the starboard generator hive... I would love some feedback/suggestions btw confused.gif [/edit]

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  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation Posts: 4,859
    edited January 2004
    Absolutly amazing map you have there. But I can see that only the H junction and the broken hallway are done in the mini map, so keep up the good work. Its amazing.

    Oh, and make sure to have some crawlspaces for skulks under the catwalk. And on the topic of mist -- you could put a lot of mist under the catwalk (I mean a lot to the point where you cant see) and get those crawlspaces in there. Then skulks could surprise attack the marines from below. Plus it would just look cool crossing a misty area on a bridge. tounge.gif

    EDIT:: I love the flashlight in the hallway. Keep those little left over goodies a constant on the ship so people know that this place was visiously taken over.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members Posts: 2,923
    VERY nice job on the crushed hallway. yet again it continues to amaze me. and btw keep the texture alignment as is. looks creepy. tounge.gif

    and maybe take the flashlight and move it around so that the light points at the vent giving a slight hint as to where it is. it'd be plain creepy to weld the door then take one step in, only to have a skulk destroy the func_breakable and come through the light to the marines. wow.gif
    *Secret message :: Maveric says he's quit playing NS!*
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation Posts: 4,859
    I would have to dissagree maveric. I love the flashlight casting an erie light down the hallway. And once you play the map enough, you dont need hints to where broken walls are.

    Although the map is extronarily beautiful. I wish I could map like that. sad.gif
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    Tnx for that feedback and compliments you making me blush here tounge.gif

    I put a steam burst under the catwalk. This is probably the best the half-life engine can create steam since I tried it with
    (mist, steampockets and this steam jet) The last one looks the best
    user posted image

    The flashlight I want to keep pointing at the obvious entrance. I dont think the halo of the light is a problem since it isnt infront of the hole.
    The sound of the flesh and the parts of bacterium comming towards you with a alien behind it can create a nice scare biggrin.gif .
    user posted image

    [edit]Now I'm going to build a lot more of the map, when the time alowes me... a list of what to do this week biggrin.gif:

    - Starboard generator hive + hallway arround it (with kneedeep water due to a waterpipe that busted, commander can build on pieces of ceiling that broke of the ceiling)
    - Hallway towards Loading bay (marinestart) + connecting elevator and hallway towards aft engine hive
    - Hallway towards Maintenance bay

    hmm next post ill put up a mspaint layout nah gonna use flash mayb photoshop :/... ah well I'll get you guys a layout of the map...
    [/edit]
    Post edited by Unknown User on

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    putting up temp layouts since its taking longer then I expected. and I promised you something...

    This was the first layout I made, the locations/names are still the same (the starboard engine hive has been moved to the more logical location starboard generator.
    user posted image

    An old none textured Hammer layout. To test the siege ranges. Loading bay (MS) and aft engine are far enough apart for the siege range. Use the 1st screenshot for the locations smile.gif
    user posted image
    Post edited by Unknown User on

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  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter Posts: 271
    You might want to consider making the flashlight breakable- although it is nice how it adds its eerie light as you say. Just something to consider smile.gif

    -Parallax
    Long time NS1 fan, I've yelled "save the resource node" more times than anyone should.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    QUOTE (Parallax48 @ Jan 12 2004, 09:45 PM)
    You might want to consider making the flashlight breakable- although it is nice how it adds its eerie light as you say. Just something to consider smile.gif

    -Parallax

    Now howcome I didnt think of that... biggrin.gif

    I could make the flash light breakable. so the halo would be gone and the light would be off and the only light would be the 2 flickering lights for the duration of the round...

    Thats one hell of a idear biggrin.gif (only downside is that this is a marine strategic location to siege the hive and the 1st thing the aliens would probably do is to kill the light... A well not even near the point of playtesting biggrin.gif)

    g2g mapping...

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  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation Posts: 3,950
    I like the flashlight idea very much. It works out fine, don't change it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    QUOTE (MrMojo @ Jan 13 2004, 12:33 AM)
    I like the flashlight idea very much. It works out fine, don't change it.

    I'll have to see if I'm going to make the flashlight interactive...

    But now im going to do some pure and simple mapping to get more of ns_achio done... I've been working to long now on just one section "7 days? tounge.gif" (but still it's where I want it to be)

    now its time for the rest helmets on marine.gif and "Let's move out!!!"
    Post edited by Unknown User on

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  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members Posts: 3,975
    wow dude, after seeing that layout and everything... you are really into like the professional level of mapping. that's coordinatoin and good layout and good design and good aesthetics all in one. bravo!!!!
    QUOTE(esuna)
    In short, stop just looking at screenshots and thinking "JESUS CHRIST! THAT ENGINE IS PERFECT BECAUSE IT LOOKS LIKE x GAME! MY COLON EXPLODED!"
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    Mooi hoe je die mist daar zo krijgt. Dat geeft de map wel een enge sfeer. biggrin.gif


    English: Yeah.. whatever. I like it.
    DANGER ALERT SYSTEMS
    mp_bs 0 ;D
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    QUOTE (JezPuh @ Jan 13 2004, 08:15 PM)
    Mooi hoe je die mist daar zo krijgt. Dat geeft de map wel een enge sfeer. biggrin.gif


    English: Yeah.. whatever. I like it.

    hehe lekker nederlands maar dunno of dat mag dus ik vertaal ff XD ... btw bedankt biggrin.gif

    Translation of our dutch jibberish:

    QUOTE
    Mooi hoe je die mist daar zo krijgt. Dat geeft de map wel een enge sfeer. biggrin.gif


    nice the way you got that mist there. It gives the map a eerie athmosfeer

    QUOTE
    hehe lekker nederlands maar dunno of dat mag dus ik vertaal ff XD ... btw bedankt biggrin.gif


    hehe nice to talk dutch but i dont know if its alowed so im going to translate it... btw thanks biggrin.gif


    well now u guys can speak a little dutch to biggrin.gif.. hmm read... wink.gif or ... ah well...

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  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    It's ok as long as you give a translation. Wich I did. Well, you know better. But don't tell tounge.gif
    DANGER ALERT SYSTEMS
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  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    /offtopic Where I the Netherlands do you live?
    DANGER ALERT SYSTEMS
    mp_bs 0 ;D
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited January 2004
    /off topic
    Hoogezand, Groningen... Something like 30km from your location if my calcuations are correct...

    *puts wet finger in the air to messure the windspeed and lays one ear to the ground to listen for a train go by... useless but pointless tounge.gif *

    [edit]now please on topic from now on biggrin.gif, I don't mind but it could make the thread messy... mayb if you want to know information like this you can PM me and
    I have msn [email protected][/edit]

    Guardian of the "magic cookiejar" AdminModerator

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    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
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  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    Oh that's nice biggrin.gif Finally someone from the northern of the country. Hmm, got aim or msn?
    DANGER ALERT SYSTEMS
    mp_bs 0 ;D
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter Posts: 271
    hehe... perhaps you could *use* the flashlight to turn it on and off....

    Ignore me, I just like interactivity. If it doesn't work, dont put it in.

    -Parallax
    Long time NS1 fan, I've yelled "save the resource node" more times than anyone should.
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