The Ns_warehouse Project

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Comments

  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    UPDATE: Hive Location - Chemical Facility

    For now, I'll leave the Marine Spawn alone and concentrating on the Alien Hives as they are more simply constructive.

    For now I'm in the early stages of it.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Again in Marines POV
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Again I'll be working on improvements over its design, I'm considering an acid pool in the hive so if lifeforms touches it they'll lose energy.

    Transparent pipes filled with liquid would add some attraction as they are going to be passable pipes.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    I like the look of that skylight. Maybe you could add some more stuff in the hive so it isnt a spawnkill hive. It looks like the marines can now camp in the corners and kill everything that spawns with ease.
    Another thing which might be handy for the commander is to turn the skylight window into a func_seethrough. Or if you don't want to waste an entity on it just texture the top in NULL so the commander can actually see what happening beneath it.
    The second option only works if you have put the sky directly on top of the window brush. Otherwise the commande cant build underneath.

    Next time maybe turn of the cl_autohelp when you take a screenshot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    <!--QuoteBegin-Kouji San+Jun 19 2004, 09:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jun 19 2004, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the look of that skylight. Maybe you could add some more stuff in the hive so it isnt a spawnkill hive. It looks like the marines can now camp in the corners and kill everything that spawns with ease.
    Another thing which might be handy for the commander is to turn the skylight window into a func_seethrough. Or if you don't want to waste an entity on it just texture the top in NULL so the commander can actually see what happening beneath it.
    The second option only works if you have put the sky directly on top of the window brush. Otherwise the commande cant build underneath.

    Next time maybe turn of the cl_autohelp when you take a screenshot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah maybe I'll turn off that autohelp next time...

    What ill do with the windows is that ill fill the empty gaps to SKY Tetures whilst the null textures fill up the remaining space of the hive.

    I'm not sure about an open window that the hive is connected as I have yet to see any ns maps that any hives have windows to see through the sky.
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    Can't say i like it and/or would play it, but it's probably better then what i could do so gj..
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    In that hive room, I would suggest you making the center part (in which the hive hangs in) wall ,not window. Doesn't look really realistic to me if it hangs on window like that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Nevertheless it looks very nice. Add more level differencies.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Thanks for the replies, I have taken your advice Dragoni about the hive hanging in the window.

    Although it gives the hives a fresh new look, I still feel it's flawed in some ways. Nether the less I've decided before I'll add the interior decorate design, I'll restructure the pathways, Note the bottomless pit in the middle and the pathways connecting outside the hive, doesn't that map remind you of eclipse?
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    hmmm the map looks familiar <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Short Preview of the 2nd hive - The Manufacturing Room
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    again on top of hive
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Again I'll be reworking on both hives, as the Chem Facil. Hive will get some splash on the floor I'm not sure if I should add some water on the bottom floor of the Manufacturing Room, because if I did, the room would not look like it.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    hmm...how do you name locations?
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    <!--QuoteBegin-A|IEN+Jun 20 2004, 03:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ Jun 20 2004, 03:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm...how do you name locations? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What you do first is to create the layout of the room, including the ceilings and the floor.

    Thne use the "Null" Texture (located under the halflife.wad) use that.

    Draw and resize to how long and wide it's going to be, select it using the Selection Cursor enter it's properties > select "Tie to Entitiy" use the null exture as an entity.

    Under the Entity properties, select > info_location under the name box, type whatever you like.

    I'm sure you can do it as well, as part of the map requirements the info_location entity doesn't count towards your limit.
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