Ns_achio

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
edited February 2008 in Mapping Forum
revised
QUOTE
Progress indicator: beta5 has been released
This post will keep updating during progress...

QUOTE
Current version: version2 beta5 (v2b5)
ns1.04 version: 104a


This map is a revised version of the old one, which can be found here: Old Achio Thread

Most important map features:
  • Unique gameplay additions:
    • Hives based bacterium lockdown resnodes
    • Weldable resnode
    • Alien only trough wall teleporter, similar to the movement chamber
    • Two button security door
  • The map is moddeled to resemble a realistic ship layout as close as possible
  • Huge external views of the ships external hull
  • Story based custom sky texture, the frigate TSA Cerberus is seen on the skybox
  • The readyroom is actually inside the frigate TSA Cerberus, which is a followup combat map
  • A dropship in the readyroom, which is also present in the marinestart. Linking them together
Media:

imageimageimage

imageimageimage

imageimageimage

Released versions:
  • Tribute release ns_achio_104a release date, Sept-06-2007:
    Features:
    - This map is the same as v2b5, yet it has been made compatible with Bry's ns 1.04
    - All the unique features mentioned above still work in ns1.04

    Ugly ns1.04 minimap included biggrin-fix.gif (too bad the new 3.x minimaps don't work though)

    Mirror Hosted by Bry's NS Server

  • ns_achio_v2b5 release date, Jul-26-2007:
    Most important additions/fixes:
    - The map is now compatible with NS 3.2 (transparant minimaps included)
    - The aft alien trough wall teleporter is now only useable when the aft engine hive is alive (thanks puzl for fixing the hive targetondeath)
    Minimap

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    Mirror Hosted by Bry's NS Server
    Mirror hosted by home.nl

  • ns_achio_v2b4 release date, Dec-26-2006:
    Post release issue found:
    There are three typos in the .res file, the lines:

    sprites/minimaps/ns_achio_v2b3.spr
    sprites/minimaps/ns_achio_v2b3_labelled.spr
    maps/ns_achio_v2b3.txt

    should be v2b4, also keep in mind that this map is not yet fully compatible with 3.2. Actually the map itself is, but the minimap file names aren't updated yet. I'm going to release v2b5 soon to fix this issue along with some other things...

    Furthermore the line "sprites/ns_achio/flare2.spr" should be removed from the .res file as it was a sprite introduced in v2b3, but that sprite never got into the final version of beta3.

    Mostly gameplay tweaks
    - New gameplay addition: Finally the addition of a true weldable resnode
    - Fixed the sinking building bug with a func_nobuild in the infested hallway at Port Generator
    Minimap

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    Mirror Hosted by File Front
    Mirror hosted by Half-Life 2 Files
    Mirror hosted by home.nl

  • ns_achio_v2b3 release date, Dec-21-2006:
    Most important additions/fixes:
    - New gameplay addition: Hives Based Bacterium Lockdown Resnodes, information included in readme
    - New gameplay addition: Alien only trough wall teleporter at aft engine, information included in readme
    - 5 new weldables (total of 6)
    - Port ION-Cannon has an initially marine only resnode due to weldable
    - Fixed siege issue at Port Material Displacement Core
    Minimap

    Mirror hosted by Half-Life 2 Files
    Mirror hosted by home.nl
    Mirror hosted by The Mr.MEN Gaming Community

  • ns_achio_v2b2 release date, Nov-02-2006:
    Huge optimisation/bugfix/addition update
    Minimap

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    Mirror Hosted by Bry's NS Server
    Mirror Hosted by Half-Life 2 Files
    Mirror Hosted by home.nl

  • ns_achio_v2b1 release date, Oct-06-2006:
    First public release
    Minimap

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    Mirror Hosted by Number-7
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QUOTE
Game type: Classic
Layout: Semi "horizontal" symmetrical: Hallways and some rooms would be slightly different due to being on different levels, it'll try to simulate a true battleship layout
Map class: Serious
Size: Large
Env_gamma: 1.6
Resnodecount: 12
- 3x Hive based resnode, bacterium lockdown
- 1x Initially marine only, due to weldable
- 2x For Doubleres
- 6x Troughout map
Mission briefing: Link1 , Link2

Map areas:
  • Marine start:
    • Loading bay
  • Hives:
    • Starboard generator
    • Port generator
    • Aft engine
  • Starboard engine
  • Port ION cannon
  • H-junction
  • Lockerroom
  • Bridge
  • Mess Hall
  • Water Cleansing
  • Computer core, double res with a 2 button security door
  • Port material displacement core
  • Molecular gravity modifier, with "golden" pipes going to the inaccessible port engine
  • Cargo Transfer S1-B
  • Cargo Transfer S1-A


A science fiction about the ship it's propulsion system:
The ship uses a new kind of propulsion system called gravity displacement. In simple terms the system uses the ships own mass cores to gain momentum. The mass cores consist of very heavy iron balls the size of a truck rotating near the speed of light suspended inside a magnetic field, The result of the mass stress on the ball it's molecules will turn these balls effectively into a micro white hole, the opposite of a black hole. So instead of pulling things with it's gravity it expels gravity. This is controlled by the current of the magnetic field, so get the current wrong and you have a problem on your hands

The energy gained by this mass/gravity extraction is called black mass, which consists of gravity fields. The gravity fields will be broken up into molecules using a nanite particle accelerator. The mass core and nanite particle accelerator are located in front of the engine compartments.

The nanite particle accelerator bombards the molecules with nanites to reprograms the molecules their magnetic properties to be positive. After they have run trough the process they are then pushed into the engine under superheated pressure trough the 'gold colored pipes', since the pipes are ionized they won't get warm at all, this is for crew safety.

In the front part of each engine module there are positive magnets, they push the now positive molecules towards the nozzles and this momentum under very high pressure will push the ship forward. The exhaust will look like a greenish glowing light beam.

A small joke about this can be made. The scientists who designed this system could not answer the simple question "why are these beams green?"

So in short, it's kind of a mag-lev train with the tracks built-in

Note:
This is Achio revised, I started this map ages ago to fix many of the things wrong with the original Achio. Things which changed/were fixed compared to the old achio:
  • Lack of cover/large open spaces trougout the map and hallways
  • Overstressing the engine resources used (lag on slower pc�s and overall netlag)
  • The style and texturing used
  • Added more detail troughout the map
The layout is roughly the same, but the size of the map is smaller. Also everything has been tweaked to resemble an actual space ship, with levels (or decks). The hallways bend around architecture which would be located on the different levels, but extend into the lower or higher levels.

I gave the lighting a complete revision. With the use of more contrasting and more colorful lights. This was to counter the washed out look the old Achio had.
Post edited by Unknown User on

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Comments

  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members Posts: 1,527
    Perhaps you should whip up an infested light texture? Having bright orange stripes in the middle of infestation looks kinda weird. Still looking awesome though biggrin-fix.gif.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation Posts: 651
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    edited April 2005
    Looks absolutly incredible. The bright orange stripes seem a little out of place for the feel of the old achio (large decrepid and industrial) but I am intersted to see how they work in this one. You really need an infested light texture for the hive though. Even if it means just some real scratched up plating and what not. They look way to clean in the hive location like that.

    [edit] keep in mind, you need a certian ammount of flatness to drop structures as a marine... you should always have some flat ground in a hive location, even if it isn't ground level/requires creative placement.
    O_O image
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    not bad. but thee green crystals seems to barely emit any light. looks pretty weird. what about the other locations?

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    Thinking of turning the green crystals into the same yellowish types also seen on the floor. The yellowish crystal look nicer IMO

    I'm going to try and fix the lights in the infestation with an overlay texture, the solid infestion textures should have a nice effect I think. Got to fix them first though since there is a lot of blue which doesn't turn invisible (I think I might have the fixed version in the old achio wad *goes of to check* )

    Old screenshots are in the post you screenshots thread, but since they are externally linked here's a link

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  • Steel_TrollSteel_Troll Join Date: 2004-02-12 Member: 26455Members Posts: 550
    edited April 2005
    O<>M<>G wow.gif


    Oh and leave the green, looks nice imo
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  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members Posts: 740 Fully active user
    holy mother of a...this awesome! I really like the lightning effects around the hive! this is something we never had before like that =)
    85.236.98.56:27015 #yo-clan | www.yoclan.com [Classic Only]
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members Posts: 480
    woah
    real nick: RNG
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos Posts: 2,589 Advanced user
    I like the green crystals, they just need to difuse more light around instead of just the imediate area around the light source.
    毎日勉強したら上手になるよ
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,209 Advanced user
    looks phat. I'd take out the orange lights behind the pipes though, the ones that go horizontally. Used in 1 too many places IMO. I'm worried that you are going to run out of clipnodes halfway through the map with those curved pipes, but they do look damn sexy.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    Oh Em Gee must be the hax
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    I left the green crystals in the map and increased the area of light arround them. Also put a texture overlay on the engine lights located underneath on the bacterium.


    @moultano:
    The lights are already gone in the latest compile, I also thought it was all to much of that orange. And I have put them pipes under the restriction of the clip texture police tounge.gif

    @BulletHead:
    saywah o.O

    Working on it some more since I'm not satisfied with the lighting of the current compiled version. Also I made a small booboo, read on -->

    I haven't kept mr. onos in mind when designing the entrances, they are to small. Also the ION cannon array has a very restricting movement for mr. onos. So the 'finished' areas are going to get a small overhaul.

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  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow Posts: 1,590 Fully active user
    That's looking alsome. wink-fix.gif
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members Posts: 166
    Kouji, once again you have proved that you are my favorite map editor. (Belgarion comes in close second).

    Fantastic work! biggrin-fix.gif
    user posted image
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    final version of the aft engine hive:

    Closer look at a crystal, scientists are still trying to find out why they are able to emit so much light without using any visible or detectable energy. They seem to appear in otherwise very dark hives with the orange types on the ground or ceiling and the green ones usually on walls. both of them are the same crystal types but when you tilt them over 90 degrees they change color.

    yeh I'm watching to much discovery, but hey at least I'm not going like 'OOOH LOOK AT THAT NAUGHTY LITTLE CRITTER' everytime I see a skulk biggrin-fix.gif

    user posted image

    user posted image

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  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    how do you make 90 degree bends like that in your pipes?

    I've NEVER figured that out... 0o
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    QUOTE (BulletHead @ Apr 11 2005, 10:23 PM)
    how do you make 90 degree bends like that in your pipes?

    I've NEVER figured that out... 0o

    you make a 20 degree bend, and then do that a whole bunch of times.
    O_O image
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    edited April 2005
    QUOTE (Swiftspear @ Apr 12 2005, 01:23 AM)
    QUOTE (BulletHead @ Apr 11 2005, 10:23 PM)
    how do you make 90 degree bends like that in your pipes?

    I've NEVER figured that out... 0o

    you make a 20 degree bend, and then do that a whole bunch of times.

    ehm... 30°? 15° steps can be used without getting into trouble.

    and he really faked it. its just one half of the pipe which makes things much easier. looks nice anyway.

    edit: and from my point of view this is the coolest hive ever. it even rocks my source hive sad-fix.gif

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    QUOTE (carioca @ Apr 12 2005, 09:11 AM)
    confused-fix.gif where is the degree tool in hamer?

    It's called transform in the tools menu (shortcut ctrl+m)


    Since I want this kind of detail troughout the map I can't afford to put fully round pipes there. Besides I don't think they would look much better, maybe even worse since lighting does weird things on pipe-like brushes.

    Note on these pipes:
    I used 45° and then a triangle (3 points) pipe to cover the gap

    Working on the computer core. Well I have an idea for it's looks and architecture, now to see if 'the hammer' doesn't have anything against me today biggrin-fix.gif

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  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members Posts: 113
    edited April 2005
    Both your color-changey light crystals and the discovery channel definitely rock. Aesthetically, though, one tiny thing bothers me with them... you are (perhaps unintentionally) seperating "floor" and "wall" in a space (heavy alien infestation) which is, in my mind, meant to be viewed as more "big gooey slopes o' random." Also, the "giant overused texture o' death" on the back wall in engine_a4.jpg bugs me a bit, it sticks out all the worse because the rest of your texturing is so good. I love your lighting, accent, and infestation techniques. Any chance of finishing this in time to get it into 3.1?
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation Posts: 2,064
    That's the sexiest hiveroom I'm yet to see.
    LOL BLOG!
    also known as narc
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    edited April 2005
    @ teh fatts:

    So you don't like the gray texture used in the back, that makes two votes against it. Also once in the post you screenshots thread. I'll have a look at some other texture to be used there, still have some unused w-poly on that side of the hive to make use of so that might help to tounge.gif

    Could you explain what you mean with the 'seperating floor and wall' part? Not quite sure what to make of it biggrin-fix.gif

    Maybe a small explaination (related to this perhaps) on the infestation, as I see it.

    The infestation is in my mind a fleshy/gooey entity, which graduately infests a room and starts with the closest warm part of the room it enters. As you can see the engines on the port side of the room are completely infested and the bacterium is working it's way towards the starboard side of the room. Also keep in mind that this is a secondary infestation part of the map, so it's not as infested as the starboard generator will be where the infested meteorite actually hit/entered the ship.
    From what I've seen in some textures the bacterium also has a harder time trying to infest light sources or computer screens, that's why I made some of the lights still visible from the engines.

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  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,209 Advanced user
    QUOTE (Kouji San @ Apr 11 2005, 09:46 PM)
    user posted image

    Suggestion:

    It looks from this shot that you started this room as a large cube and built things within it. That's a fine way of going about it, but the back wall in this shot doesn't look at all realistic despite the fact that you see very little of it. Its very clear that the infestation and the engines both end on the same flat surface. I suggest making the infestation appear to curve around some other large structure, moving the flat wall back a ways, and adding another section to the engines where they expand to fill almost the entire space. So to clarify, here's some ascii art.

    CODE


    Now:
    _______________
    |     |       --,,,
     \   /              ''--,,
      | |


    My suggestion

    ________
    |         | .|
     \       /  .|
      |     |   .|______
       \   /    '-,__
        | |            '-.
        | |                '.

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    gotta love the alt+255 asci code tounge.gif

    Thanks for that suggestion, it's kind of a bulkhead moving inwards in between the engines? Would indeed make the wall seem less flat, argh now I have to change it to in the starboard engine, oh well all for a good cause I should say tounge.gif

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  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,209 Advanced user
    Actually, I didn't notice that the same engines were on the other side hidden in the infestation. In that case, what about just adding another section onto each that causes them to meet .

    so like right now you have from the frontal view

    CODE

    _____________________
    |    ____             ____     |
    |  /   _    \         /   _    \  |
    | |   |_|   |        |   |_|   | |
    |  \_____/         \_____/  |
    |                                    |
    |    ____             ____     |
    |  /   _    \         /   _    \   |
    | |   |_|   |        |   |_|   |  |
    |  \_____/         \_____/   |
    |_____________________|


    And you could change it to something like

    CODE

    ______________________
    |    ____     |      ____       |
    |  /   _    \   |     /   _    \    |
    | |   |_|   |  |     |   |_|   |   |
    |  \_____/   |     \_____/    |
    |_________/\___________|
    |   ____      \/     ____       |
    |  /   _    \    |    /   _    \    |
    | |   |_|   |   |    |   |_|   |   |
    |  \_____/    |    \_____/    |
    |__________|___________|


    where those sections in the back are sloped and larger and meet in a groin vault kinda.

    From a top view

    from
    CODE

    |    |     |    |
    \   /       \   /
     | |         | |
     | |         | |

    to
    CODE

    |         |         |
    \        /\        /
     \      /  \      /
      |    |    |    |
      \   /     \   /
       | |       | |
       | |       | |
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    edited April 2005
    Well there are even more engines then the four on the walls, this is the main/aft engine after all, there are a total of 6 engines and are setup like this (the red parts are inside the walls). But I'll have a look on how to change the flatness of that backwall

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  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    so... why is the engine exhaust nozzel INSIDE the ship? *blink*
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    edited April 2005
    QUOTE (Lt Gravity @ Apr 12 2005, 11:12 AM)
    QUOTE (Swiftspear @ Apr 12 2005, 01:23 AM)
    QUOTE (BulletHead @ Apr 11 2005, 10:23 PM)
    how do you make 90 degree bends like that in your pipes?

    I've NEVER figured that out... 0o

    you make a 20 degree bend, and then do that a whole bunch of times.

    ehm... 30°? 15° steps can be used without getting into trouble.

    and he really faked it. its just one half of the pipe which makes things much easier. looks nice anyway.

    edit: and from my point of view this is the coolest hive ever. it even rocks my source hive sad-fix.gif

    Liar... it makes any 8 sided piipe become an invalid structure sad-fix.gif

    At least, turning it 15 or 30 degrees on the z axis does sad-fix.gif


    EDIT_

    Oh,. Kouji, I meant the GOLD pipes

    user posted image
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members Posts: 166
    Another reason that shows why Kouji is the man with the plan! biggrin-fix.gif
    user posted image
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