Map Blue Prints

RekitRekit Join Date: 2002-11-08 Member: 7701Members
<div class="IPBDescription">Birds eye view of maps</div> Hiya, how ya going

Ill get to the point.
Is there somewhere where i can get map blueprints, or over looking views i can print off, for using for strats?

Please reply if u know, chances are i wont check back here on forum ...
rekit@hotmail.com <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Thanx

Comments

  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    IN the sprite folder of ns are the sprites of the map, you can open them with a sprite viewer and change em with photoshop
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    1. Start NS and select "console" from the main menu.

    2. Type "Developer 1" in the console.

    3. Type "map" followed by the name of the map you want to load.

    4. When the map loads, you should appear in the ready room (you are effectively in single-player mode). Hit "~" to bring down the console, and type "dev_overview 1". Now you'll have a nice parallel, overhead view of the entire map. But wait, there's more!

    In most NS maps, the ready room is 'above' most of the map, so it will be visible in this overhead view. If you want a clean view of just the regular map without the ready room, use the keys bound to "swim up" and "swim down" to adjust the upper limit of the view (the zmin). By default, these keys are "v" and "c". Just hold the key down that lowers the zmin height (watch the numbers at the top of the screen).

    Once you are ready to take a screenshot, bring down the console and type "developer 0". This will turn off the text information.
  • GrailGrail Join Date: 2002-11-06 Member: 7233Members
    For some reason this is not working for me. Any ideas why?

    I am running original HL, its fully patched and running the NS mod
    I am typing in the commands outlined above, case sensitive and nothing happens after I type in the dev_overview 1 command.

    -Grail
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    edited November 2002
    You asked for them, so here they are. The zip is 2.45 megs and contains 1024x768 bitmaps for each official map. <a href='http://www.deltatraining.com/relic25/overheadmaps.zip' target='_blank'>http://www.deltatraining.com/relic25/overheadmaps.zip</a>

    If you want to take your own shots, follow the instructions below. I've added a step and some more information that I forgot in previous posts about this.

    1. Start NS and select "console" from the main menu.

    2. Type "developer 1" in the console.

    2a. Type "sv_cheats 1" in the console.

    3. Type "map" followed by the name of the map you want to load.

    4. When the map loads, you should appear in the ready room (you are effectively in single-player mode). Hit "~" to bring down the console, and type "dev_overview 1". Now you'll have a nice parallel, overhead view of the entire map. But wait, there's more!

    In most NS maps, the ready room is 'above' most of the map, so it will be visible in this overhead view. If you want a clean view of just the regular map without the ready room, use the keys bound to "swim up" and "swim down" to adjust the upper limit of the view (the zmin). By default, these keys are "v" and "c". Just hold the key down that lowers the zmin height (watch the numbers at the top of the screen). There may also be stuff near the 'bottom' (in the z plane) that is being cut off. To adjust the bottom threshold of what is shown in the overhead view, use your jump and crouch keys.

    Once you are ready to take a screenshot, bring down the console and type "developer 0". This will turn off the text information.

    Happy navigating!
  • GrailGrail Join Date: 2002-11-06 Member: 7233Members
    Thanks and thanks again for the maps <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    -Grail
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    this kinda ties into a question i have, If you are building a map can you put the ready room below the map? and as well how do you do the tops of the map, it tells me to make the roofs that see through entity but how do i keep it from leaking??
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    That info is a little out of date. Do *NOT* make your roofs an entity. Just build the map as you normally would.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    If you're making a glass roof, so that you can see out to the skybox, what you have to do is something like this:
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->     ---------
        |  sky  |
    -------------------
    roof | glass | roof
    -------------------<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    So that all entities, in this case the func_wall glass, are sealed up by a brush covered in the "sky" texture. Basically, entities, such as func_walls, can not be used to seal up your level and prevent leaks. Only world brushes can.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    I know that, and i wasn't makin a glass roof i just got old info from the site.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Just to address your other question, you DO NOT want to place your ready room below your map. The reason for this is because the room will be visible in the overhead commander view, adding huge amounts to the commander view r-speeds. This is the reason why all the readyrooms are either on the same level as the map (just moved to a detached location outside of the commander view bounds) or above the commander viewpoint height.
  • BaShildyBaShildy Join Date: 2002-11-01 Member: 2466Members
    edited November 2002
    Thanks so much for the overhead maps Relic :/

    I would greatly appreciate it if you released another zip with each room numbered, labeled. Along with named hive locations and the marine start labeled. If you could point out each resource control point too, that'd rock.

    A lot to ask, but these are really great!
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