_ns_complex09
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Olljs first large map.</div> My first map almost reached v1.0 while 2 Rooms are still square, missing detail everywere and most lightning is still crappy.
<a href='http://www.df5jz.de/Ollj/ns_complex09.zip' target='_blank'>Enjoy</a>
<a href='http://www.df5jz.de/Ollj/ns_complex09.zip' target='_blank'>Enjoy</a>
Comments
Noooo!!
That's to cool!
To pretty!
When is the final version done?
AWESOME
O ya it lOOks Sweeeeet!!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Because its all but final the zip is bigger and each verion unzips in its own directory named after the mapname+version.
Half Life wont open this map!!! The map needs to be here...
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->C:\SIERRA\Half-Life\ns\maps\ns_complex09.bsp<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
So when you make your ZIPs have them like there coming from the root of the NS folder other wise PPL will not put the map and its stuff in the right folder! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I unzip my files to the desktop (all nicely in one folder) and copy the content of this folder to the right directory.
Most zip files have "ns" as root direcctory wich does not mean to unzip this wrongly into:
C:\SIERRA\Half-Life<b>\ns\ns\</b>maps\ns_learntocopy.bsp
Have I missed something?
Lets continue this senseless discussion just to keep the thread on top, i have no problem with that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<b>Anyone knows how to make/use one of thoose map installers (mayberrygames) finding the correct ns root automatically?</b>
I'll give it a try
If this is near 1.0 final, it isn't looking promisin for sure. I know you mentioned this above, but the lighting is all pretty much downright horrid, no source, random, areas totally pitch black, some with way too mcuh light. Hundreds of misaligned textures, most of the rooms with no meaning, texture selection itself needs a lot of work, rooms bland with one or 2 textures and next to no detail. An annoying complex layout/marine start system with welding and door picking. Ladder's not working or with a climb part so large, you climb in mid air... it goes on and on.
In short, this map needs a <b>lot</b> of work. Sorry to sound so harsh, but this is just not looking good so far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> On a good note, the generator hive looks *great*. With some more dramatic lighting, it would look just awesome.
They are using WISE installmaster/install system. It's what we use for NS, and it starts at about $500 for the standard edition, up to $4500 for the Enterprise. If you want to make installations from freely-available installers, you might try:
<a href='http://home.tiscali.be/hlrnet/frprinst.htm' target='_blank'>Looking at this list</a>
They vary from very simple, primitive syntax to full-blown languages (like WISE's).
this close to a flame <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
hehe but i lub joo none the less..
Hey ollj maybe you can help me touch up my map a touch? id rather send it to you than to take heat from comprox by posting it here first....
The layout on that one looks perdy decent though ( hvnt played alot on it just overview on lan game )
Ego
[FACT] - They end Now
Anyway : much too large and not a reasonable complexity ; too much eye-candies (especially the hive with all these electrical sparks ; & the window in it creates a HOM) ; i had lot of frustration with the "vertical approach" of movement in your map (missing ladders, boring lift, missing buttons (or too discreet?) , 3 levels-over-levels with no easy connections between them, ..). I think you wanted to map too much things in a single map. But a lot of creativity and ideas. Happy to had a look at it.
Greets,
CaptainPanaka
Admin of <a href='http://clan00.de/mapping/index.php?typ=19' target='_blank'>NS-Maps @ Clan[00] Maparchiv</a> and <a href='http://www.ns-maps.de.vu/' target='_blank'>NS-Mapsection @ [00]Network</a>
Ollj, i just downloaded the latest map and I will package it up for you. You can pull it off Mayberry when I'm done.
Cheers.
MST
The RR is planned that way:
Middle way = random teams
Upper ways = marines
Lower ways = aliens (not completed yet)
The info_join teams are in the same room as the Marine spawn but if everyone is in one zone it just requires to climb/fall one level to the central random team zone.
I think I have to add join team zones inside of the dropships too (up a ladder to a small teleporter?) against players blocking the path.
That invisible wall gives marines a change to laught and shoot at RR idlers.
Maybe I have to add a thin force field (texture or) "do not cross stripes".
Im sure I have to enlarge the marine spawn once again.
the minimap will have 3 colors again BUT thats just extra work. You can use and rename the minimap of an earlier version since the paths did not change much.
But the obvious turn-off with the map is the very basic lighting, texturing and general detail. The first of those two should be possible to improve as you work on it, but I think you will be hard-pressed to add as much detailing in this map as in many others, due to its sheer complexity even now (I think you mentioned hitting clipnode limits a while back). You will have to accept this a fact of your map, unless you drastically scale it down. However, the map could still look good if you give it really polished texturing and lighting. For example, use light_spots and the lightmap to create hiding places for skulks instead of physically modelling a niche. Make the best of the brushwork already in place. Another specific suggestion is to find a better rock texture. The one(s) you are using does not have much contrast, and this only accentuates the very simple brushwork in some of the areas.
On the plus side, you have some interesting ideas, including the RR that leads directly into the marine start! This could be better implemented though, and some have already mentioned how the clip brush halfway across the room is weird.
You have some good architecture in places, such as the seemingly endless maze of wide corridors. Give this place better lighting than the near-fullbright awfulness at present, and it could make for an ominous area to get lost in.
Give the environment light a more interesting colour, such as orange. Maybe you will want to alter the sky textures slightly to match this.
You also have some very cool effects. The animated infestation texture just rocks! It reminded me of parts of System Shock 2. I would probably 'borrow' those textures myself if I wasn't so near the texture limit in my map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . I also think your use of the NULL texture to create a deliberate HOM has potential. One thing though - put a black strip around the edge of the effect, so that the surrounding wall texture does not end up as part of the effect.
In short, this map has potential, although there is still a long way to go. Also, be prepared to sacrifice some looks for the complexity of the map. IMO this is a fair trade, as long as the aliens still get their fair share of dark hiding places!
While i did the basic room layout the back rooms began to grow in size at some point and just half of the rooms got this fied after i notiched that.
Now i know every room, path,object and ladder <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> that is overscaled and fix this next.
The textures and details are poor because the layout is not final. I want to have every room the detail of Energy hive and that nice stairs.
Once it crashes I have to restart to bring halflife up again.
need to keep an eye on.