Co_scupper

SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
<div class="IPBDescription">layout suggestion + hammer screenshot</div> <img src='http://spacer1.pwp.blueyonder.co.uk/co_scupper/layout.jpg' border='0' alt='user posted image' />

thats my idea for a layout, its pretty small, in the corridor between warp core 1 and wc 1 heat regulation only one onos can fit through, if you need something to scale it with. I've not managed to get it working ingame yet, it keeps asking for .wads that dont exist and that i didnt specify in hammer (st.wad is what it asks for. the only .wad i've created for it is ns_scupper.wad, and i dont have an st.wad in my nsp folder, so i couldn't have specified it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->, any tips?), but if you want here's a slightly outdated pic of marine spawn (the bit where the monitors are has now been replaced with the corridor to heat regulation.)

<img src='http://spacer1.pwp.blueyonder.co.uk/co_scupper/1.jpg' border='0' alt='user posted image' />

dont say its not lit, because i know that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->, and i've fixed the texture alignment on the walls. when its ingame, imagine a pane of glass around where the core is, and the core inside to be glowing and pulsating. The red lights on the walls and on the ceiling are flashing on and off, i know this might seem annoying, but i want to try it out and see what it looks like, as the ship is under red alert anyway. if it proves too much flashing, i'll add some marine style portable lights placed around the commchair and consoles (not seen in picture).



any tips on the layout/architecture of the core? hope you like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    Its not lit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    But seriously I like the combat map idea much better and better when I look at the combat maps on the forum, since the level over level is allowed. Correct me if im wrong but you are using it?.
    Btw I'd redo the warning stripes texture on the warpcore in the middle (aligning it with the curve of the wall its on), mayb even change it to something else.

    As for the texture problem, I had this problem once, what i did is start a new mapfile then nullify the whole (old)map, copy it into the new map file save it and retexture it, but dont change any of the texture properties or you have to refit and align it completely... Not that much work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    [/edit]
    Also you can search in the texture browser and look search for a noimage texture
    select it then use replace with null to remove this noimage texture. (could result into leaks but hey give it a try)
    [/edit]

    GreetzZz Kouij San
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    looks really good

    i hope to see / play the complete version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    found an older (of my ns version of the map, never got it done.<b> this is another hammer screenshot</b> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->) pic of the area between MS and AS, where i expect most fighting will occur. The difference between this version and the co version is that there will be a walkway suspended from the ceiling of this, which makes up the first floor, also its not called the core anymore, i'm thinking of a different name atm

    <img src='http://spacer1.pwp.blueyonder.co.uk/ns_scupper/3.jpg' border='0' alt='user posted image' />

    kouji san: i'll try that, i'll tell you if it works or not
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    well, it looks like agood start, but i'm concerned about how this map will play with that layout...Maybe we'll just have to see when it is released.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Looks good, but I'd work on maybe having two ways in and around the chokepoint, to prevent it from becoming a meat-grinder.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Looks nice but give us some compiled screenies.
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