Co_hive_b1
Pheus
Join Date: 2003-01-30 Member: 12924Members
<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' />
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
(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:
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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.
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)
(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' />
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.
I want to put say one or two ps in the hive, but im not sure about how the fps will be effected.
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-->
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.
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
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' />