<span style='font-size:14pt;line-height:100%'><b>Can anyone other than me test that elevator.</b> </span>Just become a marine, go upto the elevator (from the bottom of the elevator), and push the button just looking at it straight. Tell me if it works or not. Because the only way I can get it to work is bu ducking infront of the switch and looking up at it. I have a feeling that the switch might has to be moved up a little bit. I hope I'm not the only one having the problem.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited October 2004
<!--QuoteBegin-Lt.Gravity+Oct 16 2004, 03:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Oct 16 2004, 03:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> open the marine door and you wont be able to open it when the round starts. thats because you set the button to trigger once, better set the close value of the door to -1 and make the button reset after some seconds to prevent this. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, I turned dropship doors to normal toggleable doors. Also I've found that the doors next, which are opening atomaticaly doesn't works after restart too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> But the problem was in trigger_once so i turned him to trigger_presence.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
I promise, BETA 2 will be less buggy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
@ Nukem3000: The problem is, that this button is two buttons in one entity
<!--QuoteBegin-Rendy+Czech > English Translation--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy @ Czech > English Translation)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Story: UCC Cerebus is scout ship equiped with hyperspace engine unit. Its mission is to reach and explore far parts of Universe, find new lifeforms and get contact with it. But after leaving Sol system, every communication with crew was broken. After 2 years, the ship suddendly appeard near Space Station Nothing. The TSA garrison on Nothing tryed to contact, but all channels were dead. From the ships hull sticked out gigantic asteroid.
Nothings TSA executive officer, decided to send out small Frontiersmen unit and investigate the situation. You are one of them, you are in the dropship.
From scanner comes first data: -reactor is still alive -all escape pods are launched -hyperdrive is powered but inactive -the amount of oxygen is in normal, the atmosphere is breathable -no life forms detected onboard
Dropship docked in docking bay, pilot entered access codes, airlock door are opening. U smell death in the air. Everything is now up to you<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
UCC Cerebus, one of the few TSA ships equipped with a hyperspace engine unit. <s>Her continuing mission to explore strange, new worlds, to seek out life and new civilisation, to boldy go where no map has gone before...</s> Her ongoing mission is to establish contact with new lifeforms in distant regions of the Universe. Having left the Sol system all contact with her crew was lost. Finally after two years of searching for her, UCC Cerebus was picked up on radar in close proximity to Space Station Nothing. All communication attempts from Nothing's resident TSA garrison failed. A gargantuan asteroid could be seen, embedded in the hull of the seemingly lifeless ship.
Space Station Nothing's executive TSA officer decided to send out small Frontiersmen unit to investigate the situation. You now find yourself in the company of these men, sitting in a dropship bound for the UCC Cerebus. You glance up at the scanner readout as initial data from the ship flashes up on the screen:
<span style='font-size:8pt;line-height:100%'>-REACTOR STATUS: NOMINAL- -ESCAPE POD STATUS: TOTAL DESPATCH- -HYPERDRIVE STATUS: INACTIVE; POWER AT MAXIMUM- -OXYGEN CONTENT: NORMAL; ATMOSPHERE: BREATHABLE- -NO LIFE FORMS DETECTED ON BOARD-</span>
Like any good meal you need to add a little spice to the main ingredients <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited October 2004
Yay thanx a lot, mine story was really crappy (crappy as my english) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I was asking about 2 months ago if somebody will help me with backstory but nobody answered.
erm im not english, but dont you say "Its ongoing mission" to a ship? btw Kobayashi, do you have a Hardcore band? <a href='http://zakk.drno.de/kobayashi/music/murmeltier.mp3' target='_blank'>Kobayashi - Und täglich grüßt das Murmeltier.mp3</a> this is not an illegal link...
That was pretty much just a spiced up version of what you wrote, I tried not to steer too far from the original text. If you want a more detailed background story I'd most happily oblige. I'm currently doing my one for <a href='http://www.unknownworlds.com/forums/index.php?showtopic=82449' target='_blank'>Solace</a> since I can't do any mapping. It's nearing completion so I could easily start on another if you like.
EDIT: @General Bert McBert:
It is a tradition (at least an English and American tradition) to refer to seafaring ships as if they were female. Since we give spacefaring vessels the name <i>spaceships</i> this also holds true.
As for the music, no I don't have a band but maybe you should ask the other Kobayashi on these forums. When I joined I had to change my handle to -[K]- because someone had already used Kobayashi <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
it would be cool if someone hosts a server with ns_hulk map on it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Shimi.[CZech]+Oct 16 2004, 12:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shimi.[CZech] @ Oct 16 2004, 12:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it would be cool if someone hosts a server with ns_hulk map on it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> We already know enough bugs in beta 1. What you need are beta testers. When the beta 2 is released, try a server 24/7 ns_hulk for about 2 days. People who use this forums will play. Then by doing that you can find more bugs. After that you can release the final version... How about that?
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
I will send beta 2 o Tyr Nemessis and if he say "OK" , map will pass to the hands of official NS playtesters (this is my plan hehe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
<!--QuoteBegin-Rendy.[CZech]+Oct 16 2004, 11:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy.[CZech] @ Oct 16 2004, 11:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I will send beta 2 o Tyr Nemessis and if he say "OK" , map will pass to the hands of official NS playtesters (this is my plan hehe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Just make sure you can get that crashing bug fixed before submitting it or we won't really be able to test it much at all. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited October 2004
<!--QuoteBegin-BobTheJanitor+Oct 16 2004, 07:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Oct 16 2004, 07:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just make sure you can get that crashing bug fixed before submitting it or we won't really be able to test it much at all. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Any idea what can be causing it ? I have no idea because the map isn't reporting any errors and compilers too. In some older compiles the map was crashing me too and compiled without VIS and RAD the map won't load (HL really can't handle more than 5000 wpoly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ). hmm, Might be mp3 audio entity...
Just had a quick look at the map so far and have to say that it looks really nice. Like a weird mix of ns_bast and ns_nancy. I hope it gets into official playtest and I'll have a closer look at it. But it's huuuuuge..! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I will try and walk around the map and see if the crashing happens at any specific points. Thus far it happened once when I was trying to walk out of the marine spawn area, just as the countdown was going (had sv_cheats 1 on so I could use the minimap) and once again somewhere in the middle of the map, I'm not sure where exactly.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
I've got strange crashes when i went from ICU to Hyperdrive. Another strange crash i've got 5 mins ago, I was testing the map in fullbright (CSG,BSP,VIS) as skulk. I vent throught the vent in MS but HL crashed to windows (without sound and gamma lock). Those bugs are strange , because if I went there again the HL hadn't crashed. I think the place of crash was a join between 2 VIS leaves.
Well, now I tried the map and didn't crash at all. Cheats or no cheats, any alien or marine, it was fine. But that's ok, it gave me a chance to examine the rest of the map, and I have some problems to report. Not having info_locations makes it hard to tell you where the problems are, so here are several screenshots:
First, some onos problem areas:
<img src='http://bob.thezazi.net/hulk/onos1.jpg' border='0' alt='user posted image' /> This door must be crouched through.
<img src='http://bob.thezazi.net/hulk/onos2.jpg' border='0' alt='user posted image' /> The door on the left and the point in the corridor on the right must both be crouched through as onos.
<img src='http://bob.thezazi.net/hulk/onos3.jpg' border='0' alt='user posted image' /> An onos that falls in this hole has a really hard time getting back out. You have to crouch jump to do it, but when you crouch you tend to sort of slide into the grating brush. It's hard to describe, but try it out, it's a pain.
Also (no sshot for this one, but it's easy to know where it is) the U-shaped tunnel with glass on the walls and an external view is hard on onos. The curves on the ceiling are easy to brush up against. Although you won't quite get stuck, and you don't have to crouch, it's still a pain to navigate, as if you don't walk directly down the middle you'll brush the roof and slow down. Raising the roof here would probably help a lot.
And this ladder in the room with all the water down below the rotating generator looking thingy: <img src='http://bob.thezazi.net/hulk/ladder.jpg' border='0' alt='user posted image' /> It's very dark. I walked around in there for a few minutes before even noticing the ladder. Lighting that up a bit more would help, I thought once I jumped down there I was stuck having to go back out through the vent.
And final screen shot: <img src='http://bob.thezazi.net/hulk/omgsiege.jpg' border='0' alt='user posted image' /> The design of this area leads me to believe that this is not intended? You can siege from that hallway without ever having to weld into the siege room. And on that subject, this hallway can be a pain if you don't have a welder, as you run down here and find out you're just in a dead end and have to go back.
In the room with the door to the bridge, the fake button that looks like it would open that door is surrounded by an invisible brush. Skulks can actually climb up it and drop down inside it, very strange.
Overall the looks of the map are spectacular. I enjoyed walking around it a great deal! I guess you already know that the reactor room has r_speeds over 1000? Too bad, because it's a very nice room. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Navigation on the rest of the map seems pretty good. It manages to be detailed without having a lot of sticky little corners or odd ceiling details that cause pain for fades or JPers. Very nice! Some of the lighting in the vents is a little odd. The long repetitive light strip textures seem like they could be cut down a LOT, or just replaced with a plain light entity every few feet. Vents aren't lit in real life anyway, so having them lit by magic light instead of by textures isn't really going to make much of a difference. Keep up the great work!
Is it intentional that the Marines are able to build on the ship? (the one they begin the game in)
It seems that it would be a much easier location to defend then the original placement of the Command Chair. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
If your team is loosing, move the CC over here and build an IP here. The aliens cant get you now.... This is the newest marine freak show. (Originated from siege007)
<!--QuoteBegin-samejima+Oct 16 2004, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (samejima @ Oct 16 2004, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it wasent intentinal and he dosent know where its comeing from its a clip bug <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Then you can put a "func_nobuild" there...
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
<!--QuoteBegin-Nukem3000+Oct 16 2004, 11:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nukem3000 @ Oct 16 2004, 11:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-samejima+Oct 16 2004, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (samejima @ Oct 16 2004, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it wasent intentinal and he dosent know where its comeing from its a clip bug <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Then you can put a "func_nobuild" there... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Or fix the clip bug <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Nukem3000+Oct 16 2004, 07:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nukem3000 @ Oct 16 2004, 07:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why on earth (in space ship this case) somone put light inside the vents? They werent designed as short cuts in the first place... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Nanites.
In all seriousness, if you get annoyed by unrealism you shouldn't be playing a mod with aliens who climb walls and bite space marines.
<!--QuoteBegin-TychoCelchuuu+Oct 16 2004, 11:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Oct 16 2004, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nukem3000+Oct 16 2004, 07:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nukem3000 @ Oct 16 2004, 07:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why on earth (in space ship this case) somone put light inside the vents? They werent designed as short cuts in the first place... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nanites.
In all seriousness, if you get annoyed by unrealism you shouldn't be playing a mod with aliens who climb walls and bite space marines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Nail. Head.
<!--QuoteBegin-Tequila+Oct 16 2004, 07:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Oct 16 2004, 07:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TychoCelchuuu+Oct 16 2004, 11:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Oct 16 2004, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nukem3000+Oct 16 2004, 07:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nukem3000 @ Oct 16 2004, 07:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why on earth (in space ship this case) somone put light inside the vents? They werent designed as short cuts in the first place... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nanites.
In all seriousness, if you get annoyed by unrealism you shouldn't be playing a mod with aliens who climb walls and bite space marines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nail. Head. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What i'm trying to say is thats just too much light. You can put a couple of red lights here and there. You dont have to put 10 bright lights inside a vent. You guys taking it in the wrong side. I dont even care. If everyone wants it then I'll just put up with that. I just made a sujjestion and all you head crabs got on top of me. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Comments
Yes, I turned dropship doors to normal toggleable doors. Also I've found that the doors next, which are opening atomaticaly doesn't works after restart too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> But the problem was in trigger_once so i turned him to trigger_presence.
@ Nukem3000: The problem is, that this button is two buttons in one entity
UCC Cerebus is scout ship equiped with hyperspace engine unit. Its mission is to reach and explore far parts of Universe, find new lifeforms and get contact with it. But after leaving Sol system, every communication with crew was broken. After 2 years, the ship suddendly appeard near Space Station Nothing. The TSA garrison on Nothing tryed to contact, but all channels were dead. From the ships hull sticked out gigantic asteroid.
Nothings TSA executive officer, decided to send out small Frontiersmen unit and investigate the situation. You are one of them, you are in the dropship.
From scanner comes first data:
-reactor is still alive
-all escape pods are launched
-hyperdrive is powered but inactive
-the amount of oxygen is in normal, the atmosphere is breathable
-no life forms detected onboard
Dropship docked in docking bay, pilot entered access codes, airlock door are opening. U smell death in the air. Everything is now up to you<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
UCC Cerebus, one of the few TSA ships equipped with a hyperspace engine unit. <s>Her continuing mission to explore strange, new worlds, to seek out life and new civilisation, to boldy go where no map has gone before...</s> Her ongoing mission is to establish contact with new lifeforms in distant regions of the Universe. Having left the Sol system all contact with her crew was lost. Finally after two years of searching for her, UCC Cerebus was picked up on radar in close proximity to Space Station Nothing. All communication attempts from Nothing's resident TSA garrison failed. A gargantuan asteroid could be seen, embedded in the hull of the seemingly lifeless ship.
Space Station Nothing's executive TSA officer decided to send out small Frontiersmen unit to investigate the situation. You now find yourself in the company of these men, sitting in a dropship bound for the UCC Cerebus. You glance up at the scanner readout as initial data from the ship flashes up on the screen:
<span style='font-size:8pt;line-height:100%'>-REACTOR STATUS: NOMINAL-
-ESCAPE POD STATUS: TOTAL DESPATCH-
-HYPERDRIVE STATUS: INACTIVE; POWER AT MAXIMUM-
-OXYGEN CONTENT: NORMAL; ATMOSPHERE: BREATHABLE-
-NO LIFE FORMS DETECTED ON BOARD-</span>
Like any good meal you need to add a little spice to the main ingredients <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
btw Kobayashi, do you have a Hardcore band?
<a href='http://zakk.drno.de/kobayashi/music/murmeltier.mp3' target='_blank'>Kobayashi - Und täglich grüßt das Murmeltier.mp3</a>
this is not an illegal link...
EDIT: @General Bert McBert:
It is a tradition (at least an English and American tradition) to refer to seafaring ships as if they were female. Since we give spacefaring vessels the name <i>spaceships</i> this also holds true.
As for the music, no I don't have a band but maybe you should ask the other Kobayashi on these forums. When I joined I had to change my handle to -[K]- because someone had already used Kobayashi <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
We already know enough bugs in beta 1. What you need are beta testers. When the beta 2 is released, try a server 24/7 ns_hulk for about 2 days. People who use this forums will play. Then by doing that you can find more bugs. After that you can release the final version...
How about that?
Just make sure you can get that crashing bug fixed before submitting it or we won't really be able to test it much at all. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Any idea what can be causing it ? I have no idea because the map isn't reporting any errors and compilers too. In some older compiles the map was crashing me too and compiled without VIS and RAD the map won't load (HL really can't handle more than 5000 wpoly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ). hmm, Might be mp3 audio entity...
Some statistic by VHE
Solids: 11275
Faces: 67060
Point Ents:394
Solid Ents:126
Unique textures:242
Texture memory:10.80MB
Ingame entity count: 240
Count of particle systems 5
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 124/400 7936/25600 (31.0%)
planes 14240/32768 284800/655360 (43.5%)
vertexes 36496/65535 437952/786420 (55.7%)
nodes 16382/32767 393168/786408 (50.0%)
texinfos 15986/32767 639440/1310680 (48.8%)
faces 27626/65535 552520/1310700 (42.2%)
clipnodes 32305/32767 258440/262136 (98.6%)
leaves 8169/8192 228732/229376 (99.7%)
marksurfaces 35840/65535 71680/131070 (54.7%)
surfedges 125765/512000 503060/2048000 (24.6%)
edges 65534/256000 262136/1024000 (25.6%)
texdata [variable] 10872/4194304 ( 0.3%)
lightdata [variable] 3077583/6291456 (48.9%)
visdata [variable] 339549/2097152 (16.2%)
entdata [variable] 60621/524288 (11.6%)
I hope it gets into official playtest and I'll have a closer look at it. But it's huuuuuge..! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
First, some onos problem areas:
<img src='http://bob.thezazi.net/hulk/onos1.jpg' border='0' alt='user posted image' />
This door must be crouched through.
<img src='http://bob.thezazi.net/hulk/onos2.jpg' border='0' alt='user posted image' />
The door on the left and the point in the corridor on the right must both be crouched through as onos.
<img src='http://bob.thezazi.net/hulk/onos3.jpg' border='0' alt='user posted image' />
An onos that falls in this hole has a really hard time getting back out. You have to crouch jump to do it, but when you crouch you tend to sort of slide into the grating brush. It's hard to describe, but try it out, it's a pain.
Also (no sshot for this one, but it's easy to know where it is) the U-shaped tunnel with glass on the walls and an external view is hard on onos. The curves on the ceiling are easy to brush up against. Although you won't quite get stuck, and you don't have to crouch, it's still a pain to navigate, as if you don't walk directly down the middle you'll brush the roof and slow down. Raising the roof here would probably help a lot.
And this ladder in the room with all the water down below the rotating generator looking thingy:
<img src='http://bob.thezazi.net/hulk/ladder.jpg' border='0' alt='user posted image' />
It's very dark. I walked around in there for a few minutes before even noticing the ladder. Lighting that up a bit more would help, I thought once I jumped down there I was stuck having to go back out through the vent.
And final screen shot:
<img src='http://bob.thezazi.net/hulk/omgsiege.jpg' border='0' alt='user posted image' />
The design of this area leads me to believe that this is not intended? You can siege from that hallway without ever having to weld into the siege room. And on that subject, this hallway can be a pain if you don't have a welder, as you run down here and find out you're just in a dead end and have to go back.
In the room with the door to the bridge, the fake button that looks like it would open that door is surrounded by an invisible brush. Skulks can actually climb up it and drop down inside it, very strange.
Overall the looks of the map are spectacular. I enjoyed walking around it a great deal! I guess you already know that the reactor room has r_speeds over 1000? Too bad, because it's a very nice room. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Navigation on the rest of the map seems pretty good. It manages to be detailed without having a lot of sticky little corners or odd ceiling details that cause pain for fades or JPers. Very nice! Some of the lighting in the vents is a little odd. The long repetitive light strip textures seem like they could be cut down a LOT, or just replaced with a plain light entity every few feet. Vents aren't lit in real life anyway, so having them lit by magic light instead of by textures isn't really going to make much of a difference. Keep up the great work!
It seems that it would be a much easier location to defend then the original placement of the Command Chair. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<img src='http://img.photobucket.com/albums/v243/White_Knell/alpha.jpg' border='0' alt='user posted image' />
<img src='http://img.photobucket.com/albums/v243/White_Knell/beta.jpg' border='0' alt='user posted image' />
If your team is loosing, move the CC over here and build an IP here. The aliens cant get you now.... This is the newest marine freak show. (Originated from siege007)
Then you can put a "func_nobuild" there...
Then you can put a "func_nobuild" there... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or fix the clip bug <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
i suggest tho that you make the lights a little farther away from each other, or then put a light only in the spots where the vent begins or turns.
Nanites.
In all seriousness, if you get annoyed by unrealism you shouldn't be playing a mod with aliens who climb walls and bite space marines.
Nanites.
In all seriousness, if you get annoyed by unrealism you shouldn't be playing a mod with aliens who climb walls and bite space marines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nail. Head.
Nanites.
In all seriousness, if you get annoyed by unrealism you shouldn't be playing a mod with aliens who climb walls and bite space marines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nail. Head. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What i'm trying to say is thats just too much light. You can put a couple of red lights here and there. You dont have to put 10 bright lights inside a vent. You guys taking it in the wrong side. I dont even care. If everyone wants it then I'll just put up with that. I just made a sujjestion and all you head crabs got on top of me. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
One very important thing, ADD LOCATIONS!!
locations make navagating a map much easier, and this map needs the help