Re: co_wasted
Posted by Wild Card on
Sun Sep 21st 2003 at 1:01am
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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
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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
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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
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Aug 29th 2003
luv the textures and architecture of NS maps - downloading.
Re: co_wasted
Posted by Hornpipe2 on
Tue Oct 7th 2003 at 12:45am
Posted
2003-10-07 12:45am
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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
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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
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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
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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!")