Co_hive_b1

PheusPheus Join Date: 2003-01-30 Member: 12924Members
edited November 2004 in Mapping Forum
<div class="IPBDescription">(working title)</div> <b>** UPDATE** NEW SCREENSHOTS BELOW**</b>

Been working on this map on and off for about 2-3 weeks.

Its beta, however im interested in what people have to say about it so far.

download --removed--

some screenshots

(loler old screenshots)

<img src='http://xs2.xs.to/pics/04112/co_hive_b10001.JPG' border='0' alt='user posted image' />

<img src='http://xs2.xs.to/pics/04112/co_hive_b10002.JPG' border='0' alt='user posted image' />

<img src='http://xs2.xs.to/pics/04112/co_hive_b10003.JPG' border='0' alt='user posted image' />

<img src='http://xs2.xs.to/pics/04112/co_hive_b10004.JPG' border='0' alt='user posted image' />

<img src='http://xs2.xs.to/pics/04112/co_hive_b10005.JPG' border='0' alt='user posted image' />

<img src='http://xs2.xs.to/pics/04112/co_hive_b10006.JPG' border='0' alt='user posted image' />

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited November 2004
    1.<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->move lava              for great justice<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    (make it a func_conveyor and set Rotation in the texture options to 90)

    2. Fix the lava texture in the pipe outside the hive, the top two parts of the lava texture are scrolling in the opposite direction of the rest. Either by making X a negative value, or by putting 180 into the Rotation field.

    3. The vent from the hive room is really really dark. Try putting a light like so:
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->___
    |  /
    | /
    |/<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    in the corners, instead of those flat lights in the ceiling, they do not shed enough light inwards.

    4. There is a texture made specifically for using on the ends of pipes. I don't remember the name right now though, sorry.

    5. The lava in the cavernous room with a curving catwalk above said lava, is not moving. Either make it a func_water and texture it with !hotmetal or make it a func_conveyor and texture it with scroll_smelt, whichever fits your purposes best.

    6. Excessive amount of lamps in the marine spawn, it's okay if parts of the room isn't totally lit up.


    It's also really small, though that shouldn't be much of a problem for a co_ map.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    very bland.

    the map looks like fullbright is on, the architecture is very bland except around the catwalk. there is almost no cover for aliens if any in many parts of the map. also the w_polys are getting a bit high in parts of the map.

    this map could look alot better, the first thing you need to do is take out many of the lights in the brighter parts of the map, then add alot more cover for aliens (boxes, rails, pipes)
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    Been working on this all day... this is what i've got now.

    (renamed it to co_smelt)

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10001.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10002.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10003.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10004.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10005.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10006.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10007.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10008.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10009.JPG' border='0' alt='user posted image' />

    <img src='http://xs2.xs.to/pics/04113/co_smelt_b10010.JPG' border='0' alt='user posted image' />
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    Great improvements, keep it up!
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Looks a LOT better(I assume the darkness is from the lack of gamma correction when pasting screenshots and all that crap), though the lava seems a bit... lifeless.

    In the hive, @ the ladder up from the lava, there should be a gap in the railing where people are meant to get up/down.
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    quick question, particle systems, how do they effect fps?
    I want to put say one or two ps in the hive, but im not sure about how the fps will be effected.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    thats a great improvement from what it was.

    and as for particle systems, dont make full blown fog in huge areas. that would make fps drop to hell. you could use it for steam coming out of a pipe or something like that and it would be fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-GiGaBiTe+Nov 4 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Nov 4 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thats a great improvement from what it was.

    and as for particle systems, dont make full blown fog in huge areas. that would make fps drop to hell. you could use it for steam coming out of a pipe or something like that and it would be fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    To make area fog, use huge, mostly transparent, sprites. With a few layers properly spaced, it will look like a good enveloping fog, but it won't be knowticably poor quality when you walk through it.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Amazing improvements I must say... keep going <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> !
  • NayNay Join Date: 2002-06-09 Member: 741Members
    yeah i agree here, nice improvements, just shows what you can do with a bit of effort and thought, dosnt take much time to make impressive improvements <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    nah just wated some steam/fog/ w/e falling out from under this vent
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    the infestion pillars or look intresting, but they allso look like crap atm beacouse they don't sem to grow out of annything
    the floor sorunding the pillars are completly free of infestion, and the railings and evrything seem just fine... if you broke up those and added more intresting infestation and stuff it woud look alot better
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Some of the texture scaling really doesn't help in there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    ah wd pheus, looks alright(havent played it tho), get ausns to put it on their servers when they go back up.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Looks like it could be a winnar!
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    Ok, well, the rest of the map has acceptable r_speeds, however, this one part is giving me no end of trouble.

    As seen in the screen shot below, the yellow part has got high r_speeds because its rendering everything inside the hive and everything down the storage hallway. (even tho you can't actually see most of the stuff being rendered from the part where the high r_speeds are).

    I can't work out for the life of me work out where to use hint bruses to fix this, so would adding a U-turn as shown in blue help this?
    <img src='http://xs2.xs.to/pics/04115/r_speeds_omgawd.JPG' border='0' alt='user posted image' />
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    It may have to be a bit bigger, find some articles on vis leafs, and if you want to see whats being rendered on the screen at any one time use gl_wireframe 2, so you can see stuff thats being drawn around corners.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    You could try to drop some hint brushes there. Who knows D:
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    i remake 2 texture in one to your wall and i think this could help u.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited November 2004
    <!--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--> dwonload the texture in the zip wad below
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    Thanks carioca, I didn't think about that, but that should make that area look nicer.
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