co_wasted
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Re: co_wasted
Posted by Hornpipe2 on Sun Sep 21st at 12:58am 2003


This is the thread where I will post screenshots of my map / beta versions as I develop it.  Note that the mod it's for is not actually released yet, but you can still test it by loading it up in Natural Selection.

Map page last updated 10/6/2003.

Anyway:  Despite Hammer's many valiant attempts to save Mankind by crashing my map/ruining my textures/etc, I still managed to produce this Ready Room for the map.

http://comp.uark.edu/~gkenned/ss/index.html

The only problem?  Scaling, of course.  The map is freakin' TALL.  I don't know if anyone will notice it, but you guys try it out and let me know what you think I should do about it.

EDIT: Well, I suppose it's not TOO huge.  I haven't seen it with other players though, so I don't know what to think yet.

EDIT2: r_speeds cap at around 250, so there's plenty of room for decoration, if you guys think I need some more.

[addsig]




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Re: co_wasted
Posted by Wild Card on Sun Sep 21st at 1:01am 2003


first 2 screens look good. but even there I can tell that the level is 2-3 times bigger than it should be.

EDIT: lol, you edited your second edit at the same time as my post.  But anyways, ceiling decor wouldnt hurt.





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Re: co_wasted
Posted by Hornpipe2 on Sun Sep 21st at 1:29am 2003


I was hoping I could avoid having to rescale with CTRL+M a second time, but apparently not.  I think I only need to scale it to 75% its current height, and then do some low-hanging ceiling stuff for the tall bit at the bottom of the ramp.  After that it'll be time to start the actual map part.  Which will take me much much longer, and eat all the remaining texture memory.

What's a good ceiling height?  Twice player height?  One and a half times?  How about that in units?

[addsig]




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Re: co_wasted
Posted by Wild Card on Sun Sep 21st at 1:47am 2003


2 times the player hight I think would be the maximum, 1 and a half is good.  My opinion though.



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Re: co_wasted
Posted by wckd on Sun Sep 21st at 2:47pm 2003


luv the textures and architecture of NS maps - downloading.



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Re: co_wasted
Posted by Ferret on Mon Sep 22nd at 4:21pm 2003


control M is so buggy



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Re: co_wasted
Posted by fraggard on Tue Sep 23rd at 7:42am 2003


Yes, scaling is a little dodgy, isn't it





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Re: co_wasted
Posted by Hornpipe2 on Tue Oct 7th at 12:45am 2003


Work is progressing on this map... slowly.  I've been short on free time and whenever I do make a change, I can't help but recompile it and then run around a bit to check everything out.

Anyway, I updated the current BSP and the screenshots with the new additions I've made.  Check the first post for the web address.  (Yes, it's more than a ready room now.)  Please comment, I want this map to be something I can be proud of, and your comments can help.

[addsig]



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Re: co_wasted
Posted by Crackerjack on Tue Oct 7th at 1:14am 2003


you have a lot of wide open spaces but some are good. You need a lot more detail in the walls try to always have such blocky walls. Lighting is a bit bland. Try texture lighting and not making it so bright. Check out some of the design tutorails for archetictual ideas. [addsig]



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Re: co_wasted
Posted by scary_jeff on Tue Oct 7th at 8:22am 2003


Make sure that Onos don't have to duck to get along any normal corridors or up ramps, this is most annoying and can actually swing the game in marines favour, since onos get killed when trying to run away.



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Re: co_wasted
Posted by Hornpipe2 on Tue Oct 7th at 6:48pm 2003


I already tried, they can fit up that ramp and through that lighted corridor.  Also, that room with the curved corners is unfinished (i.e. I thought "I'll make a room with curved corners, and worry about what to put in it later!") [addsig]




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