Ns_vertigo

2456

Comments

  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    <!--QuoteBegin-ZupE+May 28 2004, 08:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZupE @ May 28 2004, 08:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is it just me or does the res tower look very small?? it is a little late and im a little wasted but that looks damn small <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    because the room is HUUUUGE
  • ZupEZupE Join Date: 2003-11-10 Member: 22446Banned
    edited May 2004
    lol.. i think he needs to resize it =P if i walked in that room i would feel like one of santas little helpers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    yeah, that does seem grossly out of proportion
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Aw cmon, cut me some slack, its my first major map production. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    And I also went to the Ghetto LAN Party here in Denton, where there was a massive counter strike competition and just, well, warez and games to play! We got our **** kicked in the competition but hey thats ok... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Anyway... backstory... hm... I think I can tie it in with the story I'm writing once I get it started.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Oh dude, Oh noo!
    You beter stop now and start again before you do too much!
    THat is HUGE an I MEAN HUGE.

    Its the mistake every first mapper makes with ns, always scale the wall textures to 0.50 to get the correct hieght and stick in an info_playerstart to compare cuse those are bout the same size as a marine.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    edited May 2004
    Start again? I've already put so much time into the first room, I'm starting again... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Besides, I believe the starting room size is clearly acceptable when I look at other maps, example, Tanith (I believe its tanith) start size is big, as well as eclipse.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited May 2004
    yer, that last pic your posted is 4 floors high!, your door is 2 floors high!

    yours is twice the size of tanith
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    argh, dont get mad at me. I know its only HALF the size of eclipse...

    So then... all textures must be at .50 of their normal size? Why?
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    because if they aren't you get stuff like that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I can hardly imagine why if the texture size is placed at 1:1 as it is supposed to be... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Its meant to be 0.50 in ns cause the normal wall height is 128 units, NS textures for walls are 256 units. Their 256 units so you can scale them down to 0.50 cause when you do that the textures look more detailed when you walk right upto them.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    to get the size right just place an info_player_start somewhere as an approximate size reference for the architecture. Since the info_player_start is something like the size (if not exatctly) of a marine <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    *sigH* I will have to see what I can do...
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    The info_player_balhabalaihdgeisfr entity is actually slightly larger than the player itself (at least this is the case in mapping for conventional HL), but you can half the valus for an accurate crouched size.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    For the moment, I think I'll just leave the Marine start alone, and then fix everything else. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Is that ok with everyone?
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Ok folks heres the basic outline for my second room AFTER the commander room, which is about HALF the size, and the roof is only 2 stories high... so, happy folks? I'm still trying to get those damn texture lightings to work, so, it might be a while Anyway, thats the BASIC idea...

    <img src='http://www.digitalizedzone.com/forums/uploads/post-34-1086147615.jpg' border='0' alt='user posted image' />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yep this size is much better then before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Feedback on this shot:

    Keep an eye on the texture alignment above the doorway, and also beneath the fence. The grating could be positioned so it would fit over the doorway (doorway must be just a litte bit higher for that to work)
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I'll get my **** right on that Kouji! *salutes*

    BTW, those lights have been replaced, and I am now using texture lighting. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    You might want to do some more work to break up the ceiling and the walls in that latest shot, it all looks rather bland <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    and put something around the doorway it seems just wierd how it transfers from the room wall to the hallway
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    As I said, its a rough version of what I have planned out... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-A|IEN+May 28 2004, 12:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ May 28 2004, 12:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The top two hives shouldnt be linked like that.

    There was something in the layout notes for making NS maps that the aliens should have to go towards the middle of the map to reach another hive, otherwise gorges can just avoid conflic completley. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What's with origin then?

    And Recoup, didn't know you could map. Must start soon...
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Dont worry Skyhigh, I fixed it. I just cut it off at the top end and made it into a res room instead. Anyway, I'm heading off to map again! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    The odd thing is, I've only been mapping for about a week now... I catch on quick though! DEdit teaches you a lot of the basics.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    edited June 2004
    Alrighty folks! Here it is: The <b>semi-completed</b> room!

    <img src='http://www.digitalizedzone.com/forums/uploads/post-41-1086329243.jpg' border='0' alt='user posted image' />

    <img src='http://www.digitalizedzone.com/forums/uploads/post-41-1086329421.jpg' border='0' alt='user posted image' />

    Inspiration is on a tight budget these days, and I cant find anything to inspire me except wandering NS levels...
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited June 2004
    that beam thingie looks nice, use it with the another doorway too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    and.. replace the ceiling
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Working as fast as I can... *looks frantic*

    Also, do you guys know how to make custom signs? Like, for instance tanith has "Central" in red over their signs, in Ayumi it has stuff like "Pump Control" and so on and so fourth. How do I make those?
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    the work is looking better. I can see that you are getting higher in Level-Design.

    Keep up the work!
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    *jumps around like happy school boy*

    Anyway, I added some grating on the top, pulsing warning lights behind the glowy doors, and made the glowy-door entrance smaller, for scalling purpouses. I also fixed a few things like added null to some object and so on and so fourth. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    And heres a major update...

    <img src='http://www.digitalizedzone.com/forums/uploads/post-41-1086358906.jpg' border='0' alt='user posted image' />
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    edited June 2004
    Goooooood, but I don't like that wall there, I'll edit this post later on to show you what I mean.

    -Teh Edit-

    Screen.
    bug.jpg 104.6K
Sign In or Register to comment.