The pain, the bat, and the blood when you beat me!

yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
<div class="IPBDescription">Or, please critisize my map!</div>Right, my map.
That ugly looking box thing on the left side is a temperary command console for checking commander r_speeds. Happy to say r_speeds stay below 550 for commander and marine.

Comments

  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    and a nice close up of the purdy rocks.
    BTW, I brighted these pics a little... I dont know, my monitor always has things brighter then others...
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    And, so you can tell me if my map is doomed for failure, the statistics:
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              8/400          512/25600    ( 2.0)
    planes           3120/32767      62400/655340   ( 9.5)
    vertexes         1431/65535      17172/786420   ( 2.2)
    nodes             667/32767      16008/786408   ( 2.0)
    texinfos          220/32767       8800/1310680  ( 0.7)
    faces            1126/65535      22520/1310700  ( 1.7)
    clipnodes        3021/32767      24168/262136   ( 9.2)
    leaves            335/8192        9380/229376   ( 4.1)
    marksurfaces     1492/65535       2984/131070   ( 2.3)
    surfedges        5030/512000     20120/2048000  ( 1.0)
    edges            2575/256000     10300/1024000  ( 1.0)
    texdata          [variable]       2568/4194304  ( 0.1)
    lightdata        [variable]     143004/4194304  ( 3.4)
    visdata          [variable]      10497/2097152  ( 0.5)
    entdata          [variable]       4999/524288   ( 1.0)
    33 textures referenced
    === Total BSP file data space used: 355432 bytes ===

    Map is basically one big room with 4 hallways comming of it so far.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    what are the r_speeds...that's what I want to know
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    regardless of the r_speeds, I suggest you don't use those rock walls too much, because as you should be aware, they tend to make you eat through your planes rather quickly
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Wow, I must say that is the best 'underground map' I have ever seen! (I have seen about 4 that people have tried to play)  I usually post something negitive towards the idea of underground areas but this is great!  I think mouse is right, in the long run you might run out of planes easily.  However, putting that (big) fact aside, the map looks great!  The first underground map that I like!
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Looks nice, it looks like NS.  Are you using the new FGD file?
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    it's kinda dark (even on my monitor and i turned the gamma all the way up ), it's really hard to make out details
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    InterFect0r, Try viewing the images in the dark. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->.

    Mouse, as for the rock, yes, I'm going to use that sparingly... apparently im at 9% of my planes already. I had had the rock copied over to the other side of that room, not any more, something else gets to go there. save some planes. Yay, welcome to NS. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Thanks for the compliment SentrySteve. ChromeAngel, I don't think I am... why?

    Keep em comming and I'll keep mapping. I would like some more negatives though... oh, the r_speeds stay well below 500, most of the time below 400. except at certain locations were some things you shouldnt be able to see upstairs are poping up, a couple hint brushes and the r_speeds wont get above 500 except in commander mode. Still below 550.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I second Chrome's question - are you using the new FGD?  In it, the Commander Console is a point entity, not a brush entity (as it is a standardized model, and not created by the mapper).
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    And I second my responce to chome angel, no, im not.
    Another pic, the other side. I dont like it as much as I do the rock wall.. but it saves some planes.
    -edit- the blue lights are different, saves a lot of planes, and that read light in the center of the cross isnt how it supposed to be
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I think your architecture and texturing are done quite well, but the lighting is a bit dull and drab as Interfect0r said.  Also, keep in mind that although detailed walls like what you have are awesome to look at, it's a little difficult for the level 1 ( <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo--> ) to climb some walls.  You should be able to test it out in the NSTR -- if you start to find that it's too hard to climb the walls, you may want to remove some of the detail.  I'm glad to hear your r_speeds are so low, I think you've got a decent amount of leeway there too.  Anyway, keep up the good work.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    More light_spot entities <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Yes Coil, that was what I was getting at.  The team_command entity.  that's probably for the best i'm not sure the new FGD works as well with the NSTR as the old FGD.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I think in your second shot more lighting contrast is needed (break that all blue look), I suggest you follow up on what PB said (more light_spots).  Also, if you cant climb it easily being a lvl1 cant he just add clip brushes to make that more easy?  Sure, when a bob is griping on to nothing it may not look right but at least it is more fun for the bob!  *That may eat up more planes, however.*
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    The thing is, the level 1 can't climb up clip brushes.  So that's not gonna work, you'd need an invisible func_wall instead.  And that will add to your entity count, something that no NS mapper needs.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Rhoads speaks the truth.

    When creating complex architecture (complex for ye olde HL) and adding details you should always spare a thought for Bob.
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    tested it out, bob could get around just fine, just need to be carefull were you step.
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