Co_nada
lillbrorsan
Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Started on a new one...</div> <b><span style='font-size:14pt;line-height:100%'><span style='color:red'>W.I.P</span></span></b>
Well hello all community members.
I dont know if you remember me posting
about ns_halo? Unfortenatly the map and
source were lost so i couldnt finish it.
After that loss i did not want to make
another map so the time passed.
Yesterday, i decided to start on a new map
and this time an Combat map.
I have no story for this map nor a good name.
What you see on the pictures took about
one hour to do but my friends (4 that is)
like what i have done so far.
These screenshots show the marine start
in an outside area. The door on the first
picture is out of order.
(DONT tell me about the damn sky cause it will change)
<img src='http://toffe.kladdpapper.com/co_nada_1.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_2.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_3.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_4.jpg' border='0' alt='user posted image' />
I hope you like it cause i do ^_^
Well hello all community members.
I dont know if you remember me posting
about ns_halo? Unfortenatly the map and
source were lost so i couldnt finish it.
After that loss i did not want to make
another map so the time passed.
Yesterday, i decided to start on a new map
and this time an Combat map.
I have no story for this map nor a good name.
What you see on the pictures took about
one hour to do but my friends (4 that is)
like what i have done so far.
These screenshots show the marine start
in an outside area. The door on the first
picture is out of order.
(DONT tell me about the damn sky cause it will change)
<img src='http://toffe.kladdpapper.com/co_nada_1.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_2.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_3.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_4.jpg' border='0' alt='user posted image' />
I hope you like it cause i do ^_^
Comments
annyways, the corridors r a bit whide, are they not ? skulks are gona have a hard time...
and another thing, dont place crates evrywhere in those bit-to-wide corridors, cuz somone is going to kill you
Well i dont really think they are too wide and theres vents ^_^
Many looking in this thread but not replying, come on ppl reply!!
[edit] maybe you should try overlays for that screen, and combine them into one func illusionary
<img src='http://toffe.kladdpapper.com/co_nada_5.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_6.jpg' border='0' alt='user posted image' />
Only gripe I have is the walls around the outdoor area - theyre fine, but it seems like a very abrupt ending - the line between the top of the wall and the sky beyond. Dunno what it needs tho - something more shapely than a flat line?
Otherwise very good.
The glass walls are interesting, but I hope it doesnt give the marines to much of an edge seeing the aliens comming and all.
A tip on that MS and sky (warning ascii edit)
Hammer side view now (im guessing)
___________
|???????????????????|
|???????????????????|
|???????????????????|
would look nicer like this:
____________
\????????????????????/
?|??????????????????|
?|??????????????????|
And maybe add electric fences so skulks can't walk on the sky
ah well I think you'll get the main idea <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
[edit]
typos...
EDIT*major run on sentence
Yes they can <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> And they can also walk on NULL
I just found out something interesting to finally counter this problem though. Skulks can walk on a horizontal sky brush, but it seems not on a verticle one..
Tested it in WON though going to try it in STEAM next I'll update the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>Ns Outdoor Mapping Guidelines/rules</a>
<b>On topic:</b>
Just had a walk arround in the *.bsp you send me <b>lillbrorsan</b>. The particle system you use for the pipe looks kind of weird. I was playing arround with the PS and though hmm I havent done the downward steam yet. So to help you out I'll put down its important values/flags:
<b>env_particles_custom:</b><ul>
</li><li>generation rate: 10
</li><li>animation frames in sprite: 30
</li><li>Particle sprite: sprites/flare2.spr
</li><li>maximum paticles: 200 (I always put it on 200 could be lower I guess, ut it won't influence performance <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
</li><li>Particle size: 16
</li><li>System lifetime: -1
</li><li>Particle lifetime : 3
</li><li>Starting velocity shape : box
</li><li>Starting velocity params: 0,0,-75,0,0,-85,0,0
</li><li>scale over lifetime: 24
</li><li>max alpha: 0.3
</li><li>rendermode: Additive -> (src*a+dest)
</li><li>animation speed: 1
flags: Start on, fade out.
</li></ul>I would btw make the outside area higher since I was skulking arround a bit wiht the speed/movement I always use and jumped onto a box tried to jump from that towards another one only to notice I can jump towards the sky and walk on it...
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>Ns Outdoor Mapping Guidelines/rules</a> has some good solution on this problem <span style='color:gray'>written by yours truely <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--></span>
[edit]
<!--QuoteBegin-HellBringer+Feb 22 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HellBringer @ Feb 22 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also what are overlays? apperently lots of texture lights need them. I hear it all the time, but what the heck are they. Would be useful in my map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ovelays:
They where explained in this thread by <b>ShdwStal </b>:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62949&st=0&hl=overlay' target='_blank'>http://www.unknownworlds.com/forums/in...st=0&hl=overlay</a>
I think it could be spiced up, by adding detail to the outside areas.
The glass panels are a lovely idea, but the outside areas, look very plain and boring. The purpose for glass windows, is to show some lovely areas, that add realism and characterise your map.
Get them imaginative fingers working <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Ovelays:
They where explained in this thread by <b>ShdwStal </b>:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62949&st=0&hl=overlay' target='_blank'>http://www.unknownworlds.com/forums/in...st=0&hl=overlay</a><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yay. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
It looks pretty good, but maybe a bit more detail. Also, the textures are kinda repetative. Looks like a nice start though.
-Fixed the outside area walls and made them higher.
-Added fences.
-Added func_friction and trigger_push to keep skulks away from climbing on the sky.
-Added pipes.
-Added smoke to pipes.
-Added supports for pipes.
-Fixed overlay.
<img src='http://toffe.kladdpapper.com/co_nada_n1.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_n2.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_n3.jpg' border='0' alt='user posted image' />
<img src='http://toffe.kladdpapper.com/co_nada_n4.jpg' border='0' alt='user posted image' />
Hope you like it so far ^_^
It appears as though you forgot to remove the texture lighting of the base textures and add that value to your overlay textures.
EDIT: Typos................ <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
Well, my new hand held pc hasnt arrived yet so im pretty angry and to release some of the aggression im making a Ready Room for my map. When the ready room is done i will continue by adding a cargo storage of some kind on the "real" part of the map.
I have fixed the "skulk-can-walk-on-skies" thing with some help on a dedicated ns player.
The lightning is pretty fine actually, cause its not inside, its an outside area and the light from outside shines in through the glass into the corridors.
Got it ?