Ns_pipe

13

Comments

  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Concept etc seems great, Although it sounds a tad like ns_power, but has nothing to do with me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>edgecrusher</b>: Each sector is not a single room. Those boxes represent a series of rooms and so forth. I'm not gonna do a jpg of every little room because it is a waste of time for me. There aren't 3 res nodes in each hive. There is 3 in each sector.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    <i>My computer grinds to halt when I compile the readyroom (I compile the map in pieces so the section I'm working on will be ready for me to swear about quicker )

    The amazing thing is that my computer, whilst not bragging, is a kick butt computer and a fairly simple readyroom kills it...don't have any problems with other sections (am compiling on a p4-3.0ghz, 1gb of ram)..</i>

    Sorry, but I can't resist saying "PWNT by the carve tool!!1!11" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Take my advice and do that circular thing by hand, you will probably get lower r_speeds too.

    The readyroom is looking awesome however, and I'm sure the corridor would if I could see it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> . Use a few spot lights so ppl can see your kickass architecture, done right it does not have to detriment from the 'scariness'. Temporarily flashing lights would also be good.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Well I really do hope this map goes official, because the concept is extremely relevant to NS.

    Could you give us a preview of one sector? Pretty please?
  • TechtvTechtv Join Date: 2003-10-27 Member: 22046Members, Constellation
    Really nice job on the map so far, the random events would be nice.

    A few ideas:

    The random events will be one sided but events that benifit the same team should never happen twice in a row, one will benefit the team but if it randoms and you get two in a row i think you will win right there.

    Flickering lights instead of pitch black would be nice but dosent that go against Flayras mapping guidlines?

    Yeah and i think the carving is what is killing your machine, i never even touch the thing.

    But over all very good job and i cant wait to see it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    So much hostility towards carving...lol...I'm lazy sometimes... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <b>Erik</b> : There is a random entity for each team. There will be more or less 2 positive changes and 2 negative changes in each sector... We are talking things like (positive) a particle beam blows through a wall which allows the marines to get to a res point quicker....that sort of thing..

    I believe flickering lights are pretty taboo if they affect large areas...because it's annoying on the eyes...

    <b>Cobra</b> : I'm reluctant to give out a bsp (if that's what you are asking)..but I am going to have a few pics up of the centre of the map (double node) which is the particle reactor...perhaps..maybe...I might give out a bsp of this area...

    I've completed most of the connection corridors...and the sectors are sketched out in detail on paper..but you wont be seeing now layouts of that stuff cause I don't want to give too much away...

    <b>venomus</b> : alright alright...I know...everyone keeps telling me not to carve...maybe I'll listen to you guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ...maybe I wont <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ....I think for now I'm gonna do stuff with carve and then fix it up at the end...I'm a fan of getting a room built quickly then sitting back and working out what needs to be added taken away... if I spend ages making all the stuff like that I'll never get anything done...then I get bored and give up...but if I've got it all done and then just have to replace the naughty carves - I can live with that...
  • DarkJediDarkJedi Join Date: 2004-01-30 Member: 25735Members
    Very nice so far.. and I like the story a lot!

    Can't really wait to test it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Just keep up the good work!!
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <span style='font-family:Arial'><span style='color:red'><b>NS_Pipe : Particle Reactor (Double Res Point)</b></span>

    Ok..This is the first look at the particle res node. Most important thing you should know is that it is slightly brighter in game for those that are going "nice green lights but where the hell is the map?" The other thing is that in the centre of those two cylinder disc thingies will be the actual particle reactor particle system and a few other little fx....I'm not showing them for now cause that would ruin the fun, now wouldn't it?</span>
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    edited March 2004
    <span style='font-family:Arial'>
    Ok...the next shot... don't be fooled by the image...the room is actually quite big.. it's 780 odd units from floor to ceiling and the particle reactor is 560 odd units tall...
    there are two ladders to access the top of the particle reactor..</span>
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <span style='font-family:Arial'>Final shot for tonight... it shows the top... ignore the texture for now...

    On top of here will be 4 res nodes... "FOUR?!?!?!?" ok ok...only two will be real..the other two will be brushes that are connected to hoses that disappear through a wall...

    </span>
  • StavesacreStavesacre Join Date: 2003-09-13 Member: 20816Members, Constellation
    Very nice. Cool idea to use those res nodes for looks.
    So how much is complete on this? Do you have a % done?
    Cant wait to play....
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-HanzGrub3r+Mar 2 2004, 02:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Mar 2 2004, 02:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>edgecrusher</b>: Each sector is not a single room. Those boxes represent a series of rooms and so forth. I'm not gonna do a jpg of every little room because it is a waste of time for me. There aren't 3 res nodes in each hive. There is 3 in each sector. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    thats all i needed to know
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>Stavesacre</b> - I guess it's a valid question..hrmm..I'll lay out some figures for you below

    Design:
    ---------------------------------------------------
    Layout - 100%
    Technical Design (Entity/Events) - 100%
    Sound - 80%
    Music - 50%
    Textures - 100%
    ---------------------------------------------------

    Construction:
    ---------------------------------------------------
    Brush Work - 30%
    Texturing - 30%
    Lighting - 10%
    FX (Entity Work/Event Sequencing) - 0%
    Sound Recording - 0%
    Music Recording - 50%
    ---------------------------------------------------


    Hope that helps...
  • StavesacreStavesacre Join Date: 2003-09-13 Member: 20816Members, Constellation
    *Cracks the whip*
    Get to work! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    I don't know what happened here..but no-one try to tell me that this doesn't look like that stupid brain looking robot from doom...lol
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    lol, spider mastermind guarding the res node <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    That little bug there in that screenshot happens when the CC and the Kharaa starting hive are sharing the same res node. Simple fix is to make sure there are seperate nodes close to both.
    Hint: Make a temporary boxed hive room and stick a res node in it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>Cheat</b> - lol... I know about the bug...I was trying to be humorous...guess it didn't pay off <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    I don't know if this is against my better judgement...but I have some stuff for you guys tonight..

    first of all some of the latest pics..
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    Nice gamma on the map! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Very nice.
    Has that moody and evil look about it.
    The continual green tones are very eery.

    Keep it up.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Ok...now the icky bit...I'm gonna put up the version of the map that has what is shown in the overview...

    what I need from you guys is to see whether it is too dark or too bright...I have a notoriously dark monitor...so I need to know whether you guys think it is just right, too bright or too dark...

    The file is 1.1mb zipped (2.5mb unzipped).. there is still the 4 sectors to be added...but this is just purely for the lighting fact...

    no, nothing falls apart in this version..no, the particle reactor doesn't have it's psystem yet...blah blah blah...just look at the lighting and let me know..

    ta..

    <span style='color:red'><b>*EDIT* CAN'T UPLOAD IT ....MY HOST KEEPS AUTO DELETING THE FILES CAUSE THEY ARE ZIPS...

    Someone let me know of a good site to host files...cause this one is stupid</b></span>
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    I like it, but maybe you should make the roomg low green a little, put a few dim lights in there? Maybe even a few red lights Also maybe one of those laser could look broken, smoke and sparks comeing from it
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