map is nearly playable, layout is giving me some problems. I just have to sort out a few corridors to the last hive and build the hive itself.
I tryed to compile what I have done so far but I got a leak, and then I got the MAX_MAP_CLIPNODES error (could that be caused by the leak??) so i'm trying to find the leak at the moment and then I'll go round clipping certain bits and pieces and then finally,
I should have some nice new screenshots for you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
thanks for bringing this up scoot, I ment to post an update for some time now. . .
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Moconnor in that latest hive shot turn 3 of those white lights off at the top right of the image, seems a bit too warm to me at the moment. Really liking the hive area though.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I realize that I'm new to these forums and you may or may not really care about my opinion, but aaaaanyway... He's got a point. That hive is too bright. I've always wanted to see a hive with that creepy flickering light effect that they always have in alien movies. Where the hero slowly moves through a dark hallway with the constant sound of broken electrical wires going haywire as a skulk sneaks up behind him, in stop-motion from the inconsistent flicker of the light.
*Droooooools*
Now that would be sexy. Besides, I believe it says on the Kharaa information on the Natural-Selection website that the Kharaa always make hives in damp, dark places. Hives are always so well lit. You would think that all that ooze and creepy stuff would interfere with the electricity in the area a little, wouldn't it?
Just an idea from a forum noob, but don't get me wrong though, I <b>LOVE</b> the map! Can't wait to give it a spin.
yep those light have already been modified. I have'nt compiled it since so i dont know what it looks like yet. needa get thos damn leaks and clipnodes error fixed._
ok, leaks have all been found and fixed, woohoo!! took a while but its done. good news is that clipnodes are only at 78% so there is plenty room for the remaining areas to be done. thats the only thing i was worried about compilng vis at the moment so I should have update pics later on, unless something goes horribly wrong in the rad stage.
Also I redid alot of the second hive, looks way better and it should play better too.
ok just ran around the latest compiled versoin of ns_kama and took a few screenies. I'm kinda in a hurry so i'm just gonna wack pictures up.
Whilst I was building alot of the more recent areas I tryed to take into account gameplay, so hopefully my ideas will turn out to make the map more interesting. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Also I just noticed that the pics dont do this map any justuce atall, I think i got a really good atmosphere in the whole map sofar!!_
and finally the updated layout. As you can see i have a bit of a problem, by the yellow lines is were I am yet to build on the corridors by the third hive, I think placing it down there will make the map unbalence.I will probably have to move the right hive "up" the map a bit more? tell me what you think.
p.s I only did a quick touchup on the layout there is some height variations in the map that you will not see layout.
Now i want some c+c when i get back <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> . . . please <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin-MrRadicalEd+Sep 25 2004, 10:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ Sep 25 2004, 10:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Moconnor, I think you got the right idea. You should have enough room to make things even. Maybe something like this: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> aye, thanks man, Thats exactly what i was thinking, should be more balnced this way. hopefully it wont be too much work.
<!--QuoteBegin--[Kobayashi]-+Sep 7 2004, 02:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Sep 7 2004, 02:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This map is definitly growing on me... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I think this map is really growing on everybody. It looks and feels like tanith, but the lighting doesn't suck (sorry tommy, but tanith's lighting has degenerated to ugly over the span of the last year or two). There are a few places where the yellow light seems a bit out of place, and some screens seem a bit dark, but a bit of darkness is a part of any good ns map. The layout looks solid to me. Though that semi-double area looks like a particularly wonderful MS relocation if marines manage to lock it down solid. Seems as though they could control roughly half the map from that one position. Maybe i'm stupid though. I've never been real great at making layouts so take my opinion with a grain of salt.
you know... i suddenly remember seeing this hive like.. MONTHS ago. maybe even a year.... maybe not. but i seem to recall this from what seems like a very very long time ago. Hmm... i also seem to be double posting. this needs to be a content filled post. Could you make those spot lights a bit more.. spotty? Give them some more definition. Not much mind you, it's mostly good the way it is, but it would be nice if they had a <i>smidgen</i> of definition. Honestly though, very very nice Moconnor. You're doing a fine job.
the problem with that layout is that the 2 bottom hives are WAY too close to each other. if aliens start in the top hive, in the worst case the marines can relocate between the 2 other hives effectively locking them both down =( the only solution i can offer is this. (see pic)
Wow. I really love your original texturing style, and ever since the Half-Life engine allowed colored lighting, I never thought red lighting would do anything except give me a seizure.
Now, I do have a concern--Red light makes people feel apprehension. This can be good, in moderation, but lighting must be broken up at times or it becomes bland and overexaggerates its effects. Make sure there are spots of cold-colored lighting in red areas, and rememeber to avoid dark rooms. Instead, make the rooms feel dark via lighting and texture contrast. Actual darkness hurts everyone, but it hurts aliens the most.
Keep up the great work, the map is looking quite nice.
Hologram0110: I never was one for naming areas, but seeing as I have a good solid theme for this map, I'm sure I will start to come up with some names, and I'll try be as original as I can.
WhiteZero: I'm gonna be harsh with the % finished, I'd go for eh. . .maybe 70-80% complete, I have lots of tweakin to do!!
TyrNemesis^:I nearly went too far with the red lighting at one stage, but dont worry I realized this soon enough, there is some areas with just white/blue lighting, to take away from all the red and add a bit of coldness.
"Actual darkness hurts everyone, but it hurts aliens the most." . . .I have a feeling you said that somewere before?
Invader Scoot: gotta play the map yet to see if its that good, I wouldnt get my hopes up yet.
Thanks for the comments ppl, really appreciate it._
Comments
map is nearly playable, layout is giving me some problems.
I just have to sort out a few corridors to the last hive and
build the hive itself.
I tryed to compile what I have done so far but I got a leak,
and then I got the MAX_MAP_CLIPNODES error
(could that be caused by the leak??)
so i'm trying to find the leak at the moment and then I'll go
round clipping certain bits and pieces and then finally,
I should have some nice new screenshots for you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
thanks for bringing this up scoot, I ment to post an update for some time now. . .
I realize that I'm new to these forums and you may or may not really care about my opinion, but aaaaanyway... He's got a point. That hive is too bright. I've always wanted to see a hive with that creepy flickering light effect that they always have in alien movies. Where the hero slowly moves through a dark hallway with the constant sound of broken electrical wires going haywire as a skulk sneaks up behind him, in stop-motion from the inconsistent flicker of the light.
*Droooooools*
Now that would be sexy. Besides, I believe it says on the Kharaa information on the Natural-Selection website that the Kharaa always make hives in damp, dark places. Hives are always so well lit. You would think that all that ooze and creepy stuff would interfere with the electricity in the area a little, wouldn't it?
Just an idea from a forum noob, but don't get me wrong though, I <b>LOVE</b> the map! Can't wait to give it a spin.
since so i dont know what it looks like yet. needa get thos damn leaks and clipnodes error fixed._
took a while but its done.
good news is that clipnodes are only at 78% so there is
plenty room for the remaining areas to be done. thats the
only thing i was worried about compilng vis at the moment
so I should have update pics later on, unless something goes
horribly wrong in the rad stage.
Also I redid alot of the second hive, looks way better and it should play better too.
took a few screenies. I'm kinda in a hurry so i'm just gonna wack pictures up.
Whilst I was building alot of the more recent areas I tryed to take into
account gameplay, so hopefully my ideas will turn out to make the map
more interesting. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Also I just noticed that the pics dont do this map any justuce atall, I think i got a really good atmosphere in the whole map sofar!!_
on with the pics. . .
Way to go!
As you can see i have a bit of a problem, by the yellow lines is were I
am yet to build on the corridors by the third hive, I think placing it down there will
make the map unbalence.I will probably have to move the right hive "up" the map a bit more? tell me what you think.
p.s I only did a quick touchup on the layout there is some height variations in the map that you will not see layout.
Now i want some c+c when i get back <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> . . . please <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
aye, thanks man, Thats exactly what i was thinking, should be more balnced this way. hopefully it wont be too much work.
I think this map is really growing on everybody. It looks and feels like tanith, but the lighting doesn't suck (sorry tommy, but tanith's lighting has degenerated to ugly over the span of the last year or two). There are a few places where the yellow light seems a bit out of place, and some screens seem a bit dark, but a bit of darkness is a part of any good ns map.
The layout looks solid to me. Though that semi-double area looks like a particularly wonderful MS relocation if marines manage to lock it down solid. Seems as though they could control roughly half the map from that one position. Maybe i'm stupid though. I've never been real great at making layouts so take my opinion with a grain of salt.
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1094172938.jpg' border='0' alt='user posted image' />
Could you make those spot lights a bit more.. spotty? Give them some more definition. Not much mind you, it's mostly good the way it is, but it would be nice if they had a <i>smidgen</i> of definition. Honestly though, very very nice Moconnor. You're doing a fine job.
Good thing you go the errors sorted out....
The layout is extremly cool. It accually has an itegrated feel rather then a bunch of blocks with coridors between them.
This map will hopefully be official...
side note, have you started naming the areas yet?
EDIT: Can we get a % finished update?
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
Now, I do have a concern--Red light makes people feel apprehension. This can be good, in moderation, but lighting must be broken up at times or it becomes bland and overexaggerates its effects. Make sure there are spots of cold-colored lighting in red areas, and rememeber to avoid dark rooms. Instead, make the rooms feel dark via lighting and texture contrast. Actual darkness hurts everyone, but it hurts aliens the most.
Keep up the great work, the map is looking quite nice.
WhiteZero: I'm gonna be harsh with the % finished, I'd go for eh. . .maybe
70-80% complete, I have lots of tweakin to do!!
TyrNemesis^:I nearly went too far with the red lighting at one stage, but dont worry I realized this soon enough, there is some areas with just white/blue lighting,
to take away from all the red and add a bit of coldness.
"Actual darkness hurts everyone, but it hurts aliens the most." . . .I have a feeling you said that somewere before?
Invader Scoot: gotta play the map yet to see if its that good, I wouldnt get my hopes up yet.
Thanks for the comments ppl, really appreciate it._