Co_missilesilo

2

Comments

  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Hmh.. I tried out the texture lighting, but I seemed to only light the textures.. not emitting any light to walls near it. Did I do something wrong or is there a problem with the texture I am using? Here is my lil RAD file's content:

    {misc_railing04 255 0 0 70
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    change the 70 to like 1000 and alter it accordingly, more for brighter and less for dimmer... 70 prolly wont show much light.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited March 2004
    First off all thanks to you Shen, now I got it working properly.
    Another thing I was wondering if there is really anyone interested in making a prefab of a marine set up lightpost for me. Or maybe drawing a quick consept of one because I am really out of ideas in that.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited March 2004
    Ok, so the spotlights were looking bad so I decided to delete the whole crappiness <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> . I'm currently working on hive.. adding details etc. The missile idea in the middle is still hatching, if you know what I mean <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. I'm going to add new pictures as my work on the map progress. If you get any suggestions or ideas concerning the missile or anything, just reply.

    POLL: Since the two elevator acces doors shall be weldable, I'm now asking your opinion. Should the welding site be at upper or lower door?
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin-Dragoni+Mar 22 2004, 04:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragoni @ Mar 22 2004, 04:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> POLL: Since the two elevator acces doors shall be weldable, I'm now asking your opinion. Should the welding site be at upper or lower door? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That all depends on the gameplay and balance. If the elevator provides a lot of power to the marines, therefore setting the balance in their favor, put the welding up on top. That way, marines will need to reach the top and weld before it's available. On this type of map, that would most likely include JP marines only.

    Of course, aliens would need to defend it too. But, even if you put the weld on the bottom, aliens can still ransack the welders before they get the weld done.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited April 2004
    New screenshots. Just to let you know this project isn't dead <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.

    Pic #10 - <b>Alien Hive</b>
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited April 2004
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <b>Pic #12 - Another Perspective from Missile</b>
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <b>Pic #13 - Marine Start</b>
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members
    As you notice, map has experienced radical changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    Map isn't ready yet and vision blockers will be added. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    i remember playing ns_missilesilo fore 1.04
    had lotsa fun
    playd on lan fore some h, vs bots <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    15 marine bots versus 2 psycopat l0rks on teh cl0rfs
    ah, good old days <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2004
    Please keep posting guys. We haven't abandoned this project.
    Shots of map's logo will be posted as soon it's done. We're working on it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    Any suggestions about it's color are welcome, but we've already decided it will be orange. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> As you can see in pic #15, two new elevators(concept) have been added to prevent aliens from camping.

    <b>pic #15 - Updated Marinestart</b>
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <b>Pic #16 - Updated launchpad supports</b>
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <b>Pic #17 - Hive area (WIP)</b>
    The hole in the wall is broken by a fallen support pilar. I'm still experimenting with different kind of 'solutions'...
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    its getting better
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    i can´t get along whith the forum topc name
    evry time i browse these forums i think i see a rework of ns_missilecommand from ns 1.04
    damn
    how mutch fun did i have on lan whith thath mapp
    we need a remake !
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    You guys need to cut this mapper some more slack, he is doing a fantastic job and doing things that I couldnt do and of course, doing a better job. Although some spaces are rather, eh, HUGE, all it takes is a quick downsize and he's got it made. Seriously though: it doesnt look repetative, it doesnt go without detail, and the lighting brings out the mood in the level. The one thing I think he needs to improve on is the large areas.

    Good job man. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members
    <b>Hibame:</b> Thanks.. Actually we know that... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (look first page pictures. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->) We want to put as much detail in the map as we can, but unfortunately we are already pushing the limits (propably too much detail in such a huge map)

    <b>Grizzly:</b> Actually, we didn't want to make complete remake of ns_missilecommand and that's why we changed the name and made it Combat.

    <b>Recoup:</b> We know r_speeds are huge. We don't want to make it any smaller, because it's meant to be big, so we are trying to add vision blockers.

    Anyway.. thanks for constructive commends.

    <b><u>List of things to be done:</u></b> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->

    -Hole in the wall at hive. (pillar)
    -More routes to "middle platform" and crate on middle hole (to prevent players from seeing hive and cc at the same time)
    -Ambient sounds
    -Little lighting adjustments
    -"Side-Lifts" in marine start need more work
    -To add some crates to marine start
    -R_speeds
  • KauraLeseKauraLese Join Date: 2003-12-18 Member: 24518Members
    cool, but it needs some work. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
    keep going...
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    edited June 2004
    If rines are at top...

    what happens tot he poor HA/HMG/Welder/pack-o-mines that gets pushed by a nearby xenocide?

    *after 30 seconds of falling* *CRASH* woah! I FELL DOWN TO HELL! WICKED... aw crud... *POOF*


    And if aliens are at the top



    WHAT ABOUT THE CUTE, KAMIKAZI <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> EH>???

    YOU GONNA LET EM GO SPLATZILLA ON THE FLOOR???

    oh, btw


    could you help me with mine? *feels silly asking this* I have a freefall area in mine (it's a tri-stage map I guess) but I'm not too sure what all to do texture wise...
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    there was a lot of falling onos/gorges in ns_missilecommand
    allso a lot of jetpacks, they ran out of fule <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    wonderfull mapp
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    lol. twas the good ole days


    Run into a wall at 600 MPH and live

    Fall 20 feet... and die WHOOP WHOOP I LOVED IT!
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2004
    Yeah.., too bad jetpackers won't die if they fall nowadays. I think it should be changed. Map isn't very gorge friendly at this stage but I'll look what I can do for it...

    btw. just ask if there is anything I can help in Jean. Good luck with the map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2004
    Few shots from the ready room. Special thanks to <b>Kyrath</b> for creating the new "Team Join"- textures.

    <b>Now the reason why I posted these screenshots:</b>

    My current opinion about the ready room is it's missing something. Especially I don't like the part between random team hallway and the other area. That floor looks very dull too, if not repeatitive. The problem is, I have no clue how to fix this.

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo0010.jpg' border='0' alt='user posted image' />

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo0011.jpg' border='0' alt='user posted image' />

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo0012.jpg' border='0' alt='user posted image' />

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo0013.jpg' border='0' alt='user posted image' />

    [edit] Forgot to add the pictures! ^^ Also I just noticed a misalignment in one of the "team-join"- textures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    [edit2] SUPER sorry for the big size of pictures ^__ ^
    [edit3] Resized pictures, here you go..
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    put alien text and break some thing on alien side and make a animate wad with showing the missile status on marine side.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->put alien text and break some thing on alien side and make a animate wad with showing the missile status on marine side.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Didn't really get what's with the alien text, but I might try to break the alien side a little and see if it fits in. The missile status screen is something I have to implement and I have some little ideas of it already. Thank you for the comments. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Put more contrasting lights in the ready room... the lighting is very bland!
  • mirrodinmirrodin Join Date: 2004-06-29 Member: 29621Members
    Wow, your map looks really nice. Try editing the lights in the Ready Room. As for the floor textures, I have no clue, but I was wondering about that too.
  • Era_JormaEra_Jorma Join Date: 2004-02-21 Member: 26750Members
    No-one has anything to say about my Jointeam signs? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> But your map looks really.. hmm.. Great! yeah, great (i have forgot allmosta all english adjectives) Keep up the good work. About the light.. think about a color that fits with your map and marines and light your marine section in the map with it.
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