Well, it's not red. But anything that passes through it will suffer 800 dmg / sec. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Hopefully, I won't get any max_map_patches errors. I try to have as few intersecting brushes as I can as well as simple areas where detail isn't needed.
It does and it doesn't. Texturing alone is... sometimes tricky in QuArK. All your basic stuff like simple brushes, applying textures to brush faces and the like are very simple. Though, working at odd angles, editing vertecies, texturing multiple brushes and/or brush faces can be a bit difficult.
Here is a video of the WIP section for the reactor. I probablly still need to tweak the timing. That, and on the floor in the reactor room itself, I'm planning on having a vent in there for skulks and lurks (and marines who decided to jump in <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> ).
Yes... 3.0. I do have 3.1 installed too though. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
EDIT: The reactors (2 of them) are right next to the engine room.
What I'm planning on doing is to have the larger aliens limited on the routes they can take once both reactors are started which will start up the two engines that the hive should be between.
I'm also planning on having a few sections (func_breakables) with REALLY high health amounts placed so that they can only be attacked from within the alien spawn. Once destroyed, this will open up some extra space for, onos and larger aliens, ie. a shortcut.
This is still all in my head right now as I really never put anything on paper... but that's how I've been mapping for the past 7 years anyway... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
I love interactivity in maps <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Just one minor thing though, I would decrease the size of the start/end sprites by about 50%. They seem to be a tad on the large side, covering most of the area in between...
Also, I'm going to add a glass door that can be opened from both inside and out of the reactor chamber. Though, once the reactor is on, the door can only be triggered from outside the reactor. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
You really have a nice map there, with awesome architecture and cool effects but beware of the overuse of red lightning. It really looks better if you just put some little red spots somewhere and let the general lightning of the screen have contrast to it. Red lights are always an eyecather so you have to use them wisely. Im especially talking about that corridor.. The red around your beam isn't that bad since its quite dark and the beam is the main attraction there. Though it might look even better if you give the yellow thing there some light too. I also noticed that those blue stripes dont really fit in there. This might also be because of the red dominace since they dont contribute anything to the color. I think it would look nicer if you reduce the red to those red lights on the side and give the screen some orange-yellowish setting. Nice work however <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I have the main brushwork for the alien spawn finished. Now I just need to address the lighting and r_speeds. Once that's done, I'll get an Alpha version of the map uploaded. Just keep in mind that the ductwork probably won't be finished along with engineering crew quarters... so the ALPHA won't be skulk friendly at all.
Once I get the ents all hammered out along with the brushwork, I'll probably add in a few extra hiding places for aliens and do a texture re-check. Right now though, the alien spawn in green.... REALLY GREEN... since I only have one uber point light in it along with 1000+ wpoly counts (Should be easily fixed with a couple well placed walls). Otherwise, I'd upload the map tonight. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
<a href="http://www.aybnetwork.com/co_engineroom_alpha.zip" target="_blank">DOWNLOAD from my website.</a>
One spawn per side, not meant for anything beyond giving a better picture of the map's layout. None of the vents are in this compile. still working on those.
I am working on having many vents in the alien spawn leading to various areas in the map
Two in the engines (which will be blocked if the engines are started)
one or two on either the left or right side of the engine room (near the entrances) leading into the reactor control rooms
One below the grate floor leading into the reactor, engineer crew quarters hallway and rooms.
Various interconnected vents near the aux engine pods leading as close as the cargo hallway outside the marine spawn.
<b>EDIT: For when I start writing the story; from the map (for those of you who actually walk around in it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) would the ship in the map be considered an older or a newer ship in the NS world.</b>
Is the map THAT bad? Or has everyone lost interest? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
I can't really run ns until I get back home so I'll only be able to properly discuss stuff after april 16th. Hence I haven't had a look. I probably should though I like the screens so far...
Imo the map needs better lightning or more light sources, because I can't see very well the layout on the video.
Howerver it's a good map and I'm looking forward to it <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
The poor quality of the video makes it a little hard to see. Though, I will be adding lights in, but not that many to the section in the video.
The side of the ship in the video is intended to be dark and cramped for the skulks and lurks in addition to having quite a few vents for them to hide in and travel through. The other side is much brighter (or will be) and is also more open for the marines and larger aliens. However, I may have this side blocked for the first part of the map (requiring a great deal of damage to be done to a func_breakable to gain access to).
But, once I get the vents and ready room added, I'll start tweaking the lighting, adding in all the extra details and hopefully have this map shaping up into something playable soon.
If you plan on creating an alternate, marine friendly route i would suggest a func_weldable... You see way too few guys welding in co, although welding is really powerful and brings at least some teamplay into co... I liked the video, but I was watching it on my crappy laptop, where i dont see very much - the display has problems with contrasts. However i did see some nice architecture.
Both reactor rooms use func_weldables, one will block a vent or two for the aliens, and with both running will lighten up (and maybe block some more vents) the alien spawn room and maybe a couple other rooms. I'm also planning on using something (maybe a func_weldable) with a fairly high health/timer on it to keep the marines from just rushing one way while all the skulks and lurks rush the other to see who can kill who's spawn first in a mad rush.
Almost got a playable version of the map ready, still trying to figure out some "Leaf portal saw into leaf" errors that seem to be located right outside the marine spawn, but other than that, no issues. I'll try and have it up sometime today.
Once up, any and all suggestions are encouraged. Especially since I am unable to playtest this map myself online. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
EDIT: Going to be doing a full compile very soon, just making some quick fixes now to some places where marines can get stuck.
Oh, and CRATES AND DARKNESS! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
EDIT: well, I'm not sure if this happens on a dedicated server, or normal game in general, but when I use sv_cheats 1 to get the XP to get a welder, I do notice that the reactor doesn't reset in the next round, at least not all the way.
Nothing? Well... I'm nearly done, just got to finish up the ready room, add a couple more effects to the engine room and vents, and it'll pretty much be done. If there are any glaring gameplay issues, please let me know, as the further along I get, the more work changing the layout will involve. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
I'm back home for 2 weeks, very busy but I promise to my honor as... well who am I kidding I have no honor. But I'll be damn sure to test your map out with my mate because I'll get a night of NS gaming and we will tear it up. I will provide feed back!
This map looks awesome but it needs alot of tweaking! Ill brb with some pictures and things to change! <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
Comments
Hopefully, I won't get any max_map_patches errors. I try to have as few intersecting brushes as I can as well as simple areas where detail isn't needed.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/quark_co_engineroom.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0054.jpg" border="0" alt="IPB Image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0055.jpg" border="0" alt="IPB Image" />
Here is a video of the WIP section for the reactor. I probablly still need to tweak the timing. That, and on the floor in the reactor room itself, I'm planning on having a vent in there for skulks and lurks (and marines who decided to jump in <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> ).
<a href="http://s6.photobucket.com/albums/y226/yarrik71/?action=view¤t=co_engineroom.flv" target="_blank"><img src="http://i6.photobucket.com/albums/y226/yarrik71/th_co_engineroom.jpg" border="0" alt="IPB Image" /></a>
I mean seriously, VERY NICE!
Yeah...it's a bit long, but I think that's fine what with how it works.
YOU NEED TO UPDATE YOUR NS! lol you're running what, 3.0?
EDIT: The reactors (2 of them) are right next to the engine room.
What I'm planning on doing is to have the larger aliens limited on the routes they can take once both reactors are started which will start up the two engines that the hive should be between.
I'm also planning on having a few sections (func_breakables) with REALLY high health amounts placed so that they can only be attacked from within the alien spawn. Once destroyed, this will open up some extra space for, onos and larger aliens, ie. a shortcut.
This is still all in my head right now as I really never put anything on paper... but that's how I've been mapping for the past 7 years anyway... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Oh and the spinup cycle is very nice!
Also, I'm going to add a glass door that can be opened from both inside and out of the reactor chamber. Though, once the reactor is on, the door can only be triggered from outside the reactor. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom_layout.jpg" border="0" alt="IPB Image" />
I also noticed that those blue stripes dont really fit in there. This might also be because of the red dominace since they dont contribute anything to the color.
I think it would look nicer if you reduce the red to those red lights on the side and give the screen some orange-yellowish setting. Nice work however <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Once I get the ents all hammered out along with the brushwork, I'll probably add in a few extra hiding places for aliens and do a texture re-check. Right now though, the alien spawn in green.... REALLY GREEN... since I only have one uber point light in it along with 1000+ wpoly counts (Should be easily fixed with a couple well placed walls). Otherwise, I'd upload the map tonight. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
I'm trying to get all the really bad sections fixed, but here is an EARLY screenshot of the Kharaa spawn.
Lighting is all wrong, and lots of brushwork to do but the overall shape is right:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0063.jpg" border="0" alt="IPB Image" />
<a href="http://www.aybnetwork.com/co_engineroom_alpha.zip" target="_blank">DOWNLOAD from my website.</a>
One spawn per side, not meant for anything beyond giving a better picture of the map's layout. None of the vents are in this compile. still working on those.
I am working on having many vents in the alien spawn leading to various areas in the map
Two in the engines (which will be blocked if the engines are started)
one or two on either the left or right side of the engine room (near the entrances) leading into the reactor control rooms
One below the grate floor leading into the reactor, engineer crew quarters hallway and rooms.
Various interconnected vents near the aux engine pods leading as close as the cargo hallway outside the marine spawn.
<b>EDIT: For when I start writing the story; from the map (for those of you who actually walk around in it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) would the ship in the map be considered an older or a newer ship in the NS world.</b>
/me downloads for later
Imo the map needs better lightning or more light sources, because I can't see very well the layout on the video.
Howerver it's a good map and I'm looking forward to it <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
The side of the ship in the video is intended to be dark and cramped for the skulks and lurks in addition to having quite a few vents for them to hide in and travel through. The other side is much brighter (or will be) and is also more open for the marines and larger aliens. However, I may have this side blocked for the first part of the map (requiring a great deal of damage to be done to a func_breakable to gain access to).
But, once I get the vents and ready room added, I'll start tweaking the lighting, adding in all the extra details and hopefully have this map shaping up into something playable soon.
I liked the video, but I was watching it on my crappy laptop, where i dont see very much - the display has problems with contrasts. However i did see some nice architecture.
Once up, any and all suggestions are encouraged. Especially since I am unable to playtest this map myself online. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
EDIT: Going to be doing a full compile very soon, just making some quick fixes now to some places where marines can get stuck.
Oh, and CRATES AND DARKNESS! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_engineroom0076.jpg" border="0" alt="IPB Image" />
<a href="http://www.aybnetwork.com/co_engineroom_BETA1.zip" target="_blank">http://www.aybnetwork.com/co_engineroom_BETA1.zip</a>
EDIT: Found the other place where VIS messes up. Right outside the marine spawn on the other side... now how in the world did that happen?!
hmm.. how to fix this...
EDIT: well, I'm not sure if this happens on a dedicated server, or normal game in general, but when I use sv_cheats 1 to get the XP to get a welder, I do notice that the reactor doesn't reset in the next round, at least not all the way.
Anyone else notice that?
... still got to get those engines working right.
<img src="http://i6.photobucket.com/albums/y226/yarrik71/engine_room_vents_b.jpg" border="0" alt="IPB Image" />
Hm.. I wonder if I should just do a final compile then?
*pops back out*
This map looks awesome but it needs alot of tweaking! Ill brb with some pictures and things to change! <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />