co_wasted

co_wasted

Re: co_wasted Posted by Hornpipe2 on Sun Sep 21st 2003 at 12:58am
Hornpipe2
636 posts
Posted 2003-09-21 12:58am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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.
Re: co_wasted Posted by Wild Card on Sun Sep 21st 2003 at 1:01am
Wild Card
2321 posts
Posted 2003-09-21 1:01am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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.
Re: co_wasted Posted by Hornpipe2 on Sun Sep 21st 2003 at 1:29am
Hornpipe2
636 posts
Posted 2003-09-21 1:29am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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?
Re: co_wasted Posted by Wild Card on Sun Sep 21st 2003 at 1:47am
Wild Card
2321 posts
Posted 2003-09-21 1:47am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
2 times the player hight I think would be the maximum, 1 and a half is good.  My opinion though.
Re: co_wasted Posted by wckd on Sun Sep 21st 2003 at 2:47pm
wckd
148 posts
Posted 2003-09-21 2:47pm
wckd
member
148 posts 125 snarkmarks Registered: Aug 29th 2003
luv the textures and architecture of NS maps - downloading.
Re: co_wasted Posted by Ferret on Mon Sep 22nd 2003 at 4:21pm
Ferret
427 posts
Posted 2003-09-22 4:21pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
control M is so buggy
Re: co_wasted Posted by fraggard on Tue Sep 23rd 2003 at 7:42am
fraggard
1110 posts
Posted 2003-09-23 7:42am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Yes, scaling is a little dodgy, isn't it :lol:
Re: co_wasted Posted by Hornpipe2 on Tue Oct 7th 2003 at 12:45am
Hornpipe2
636 posts
Posted 2003-10-07 12:45am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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.
Re: co_wasted Posted by Crackerjack on Tue Oct 7th 2003 at 1:14am
Crackerjack
264 posts
Posted 2003-10-07 1:14am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
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.
Re: co_wasted Posted by scary_jeff on Tue Oct 7th 2003 at 8:22am
scary_jeff
1614 posts
Posted 2003-10-07 8:22am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
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.
Re: co_wasted Posted by Hornpipe2 on Tue Oct 7th 2003 at 6:48pm
Hornpipe2
636 posts
Posted 2003-10-07 6:48pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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!")