SPLA Map

SPLA Map

Re: SPLA Map Posted by Gollum on Tue Nov 4th 2003 at 11:27am
Gollum
1268 posts
Posted 2003-11-04 11:27am
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Yikes! Don't do that or much badness will result. In theory I can't see why it would be a problem, but in practice there are many reports of problems when the editor and the game are on different drives.

Induction > deduction, much as I hate to admit it.
Re: SPLA Map Posted by Myrk- on Tue Nov 4th 2003 at 11:30am
Myrk-
2299 posts
Posted 2003-11-04 11:30am
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Whats the maps theme? I feel like making a section :biggrin:

I'd love to do a good ol' wildly extravagant secret room section, and a corridoor to each room maybe? Sorta dark dingey thing with little spotlights on roof and you choose your room, each room has a name maybe and you go through big vaulted doors to get to each section.

Secret room could have a teleport to room section too!
Re: SPLA Map Posted by Wild Card on Tue Nov 4th 2003 at 12:29pm
Wild Card
2321 posts
Posted 2003-11-04 12:29pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Theres ya problem MS, everything must on the same drive. If not, things dont work. HL (or in your case, CS) VHE, textures, HLCC, ZHLT and anything else must be on the same HDD.

As well, dont redo your section, its really good as it is. But you might want to redo your "hooks" on the bucket spilling the lava. I noticed you made the hooks, then shrunk them down. This makes some of your brushes not aligned with the grid (and I think it increases compile time?). As well, the base for that big water tank needs to be changed. Take out that brush and put something more simple. It will look as good (if not better) and will be much easier to do during compiling. I was thinking of putting simple rectangular brushes perpendicular to the lenght of the tank. 3 bruches about 16units thick and about 8 units longer on each side of the tank. Made theses go from the floor and up into the tank until it looks good to you. Make them func_wall's to prevent face spliting on the floor and FUBAR on the tank cylinder. Just my idea, do what you like. :smile: Other than that, your section looks good. Do that, compile, then run your map with gl_wireframe 1 to see if there are any other trouble spots.

Myrk:We have already all the mappers we needed for the original 8 sections around a centerpiece. But, since the layout isnt like that anymore, I'm sure we can add another section.
Re: SPLA Map Posted by fishy on Tue Nov 4th 2003 at 6:46pm
fishy
2623 posts
Posted 2003-11-04 6:46pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
ReNo said:
Make your func_water as usual, but set it up as invisible (either by using the {blue texture as usual, or just by setting the brush to render mode "texture" and amount "0"). Now make a func_illusionary the same size as the func_water, and give it the water texture you want to see. Set its render mode and amount to whatever you think will look good. Now you should get correctly lit looking water that still LOOKS like and ACTS like water.
hopefully this isn't a tfc only thing, but i found an easier way. use a func_illusionary brush as Reno says, but in its contents field use the value -3 , and you should be able to swim around in it. this would do away with the need for a func_water brush.
Re: SPLA Map Posted by Sinner_D on Tue Nov 4th 2003 at 10:24pm
Sinner_D
376 posts
Posted 2003-11-04 10:24pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
i dont know what you guys are talkin about, ive been mapping for ages with my editor on a different HD, and i only come across the occational problem, but like i said, if you create a dummy dir for such resources within your hammer dir, it works.

however ive only mapped for CS, so maybe CS is just cool like that :biggrin:
Re: SPLA Map Posted by Wild Card on Tue Nov 4th 2003 at 10:41pm
Wild Card
2321 posts
Posted 2003-11-04 10:41pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
heh, perhaps your just strange :rolleyes: Or lucky.
Re: SPLA Map Posted by Tracer Bullet on Wed Nov 5th 2003 at 1:19am
Tracer Bullet
2271 posts
Posted 2003-11-05 1:19am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Money, I've been compiling your map all day in the computer lab here at school. at one point, I had six 2.2 ghz computers crunching away on netvis, and I'm only up to 90% on leaf thread.

I think this problem must be with your map, not your HD setup.
Re: SPLA Map Posted by G4MER on Wed Nov 5th 2003 at 1:33am
G4MER
2460 posts
Posted 2003-11-05 1:33am
G4MER
floaty snark rage
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Thanks Tracer.. Now I know. Im gonna rebuild it, and try and do it better.. I have a couple new ideas I want to try..

Im gonna try and squish everything into a 512x512x512 box.

Is this map for HL, TFC, CS, DM, what.. Single Player, Multi Player?

($)
Re: SPLA Map Posted by Tracer Bullet on Wed Nov 5th 2003 at 1:43am
Tracer Bullet
2271 posts
Posted 2003-11-05 1:43am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
WAAIT STOP!!! rebuild nothing.

I just wnt into hammer and turned all of your complex brushwork into func_walls and vis took 2 min!! and that was with just my machiene.

I wish I had looked at your rmf before begining the compile! god, all that cpu time wasted!

You simply cannot put such tiny little would brushes in your map! especialy cylinders. just make all of those little pipes and things into func_walls and you are set.

the compile just finished: total time: 5 min 30 sec with no errors!

Read this http://www.snarkpit.com/pits/tracer%20bullet/ZHLT.htm it has many tips on zoners tools, including things that devistate vis.
Re: SPLA Map Posted by G4MER on Wed Nov 5th 2003 at 2:05am
G4MER
2460 posts
Posted 2003-11-05 2:05am
G4MER
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NO SH!7 Really.. HAHAHAHA lol.. ohh man. Ok.

Let me get that done then.

($)
Re: SPLA Map Posted by Dr Brasso on Wed Nov 5th 2003 at 4:28am
Dr Brasso
1878 posts
Posted 2003-11-05 4:28am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
i would like to take this opportunity to show you just how badly a misguided set of func_walls can screw up yer r's....i did this on purpose, just so you'd get a feel for the perils....use them wisely....

before i added the appropriate/and inapproprate func_walls, the r's in this whole area barely passed 700.....but the compile time was well into 3 hours....now it compiles in less the 40 minutes on a 1.4 ghz athlon w/ 512 mgs ram.....quite the change eh?

[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210009.jpg[/simg]

[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210010.jpg[/simg]

an amazing difference.....im glad i made backups before i did this..... :heee:

[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210011.jpg[/simg]

one thing i will say though....i sure do like making textures....may have found a home...(then again, maybe not)... :heee: these are all customs ive been working on....hope ya like

[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210012.jpg[/simg]

dont get me wrong....but an ill placed or unecessary func wall can kill ya....and frustrate the s**t outta ya in the process...

/just my two cents....

Doc Brasso.... :dodgy:
Re: SPLA Map Posted by Tracer Bullet on Wed Nov 5th 2003 at 4:33am
Tracer Bullet
2271 posts
Posted 2003-11-05 4:33am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
In moneys case, we are talking about a large number of very small brushes which could never act as visblockers in the first place. good point though doc.
Re: SPLA Map Posted by Dr Brasso on Wed Nov 5th 2003 at 4:39am
Dr Brasso
1878 posts
Posted 2003-11-05 4:39am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
each one of those sections of steel structure are in the same way....lots of small parts with no real vis blocking ability....which is why i did it in the first place....

doc B... :dodgy:
Re: SPLA Map Posted by Tracer Bullet on Wed Nov 5th 2003 at 4:54am
Tracer Bullet
2271 posts
Posted 2003-11-05 4:54am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
maybe I don't understand what it is you were tieing to ent. in Money's case:

1. his map has no vis blocking to begin with

2. I'm talking about detail items. cylinders that are on the order of 8 units wide and simply stand against the wall to look like pipes
Re: SPLA Map Posted by Dr Brasso on Wed Nov 5th 2003 at 4:55am
Dr Brasso
1878 posts
Posted 2003-11-05 4:55am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
i see what yer meaning....and its pretty much the same....this room i did is wide open....its the natural angles that saved my r's before i screwed around witrh it...

btw tracer, im just curious as to the r's difference it made on moneys section....if i may....in a section that will prolly only take up roughly take up around 7200 patches....they shouldnt have enough room to have the r's bumped up too high....ten pounds of s**t in a five pound box doesnt work too well... :lol:

Doc Brass... :dodgy:
Re: SPLA Map Posted by Tracer Bullet on Wed Nov 5th 2003 at 5:01am
Tracer Bullet
2271 posts
Posted 2003-11-05 5:01am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
The highest r's were 1300 w_poly. that is pushing it, but nither Money or I was ever able to compile the other version so it seems a moot point.
Re: SPLA Map Posted by Dr Brasso on Wed Nov 5th 2003 at 5:07am
Dr Brasso
1878 posts
Posted 2003-11-05 5:07am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
i see...."moot", but relevant nonetheless.... :lol:

ya gotta love this s**t dont ya?... :rofl:

Doc B... :dodgy:
Re: SPLA Map Posted by Wild Card on Wed Nov 5th 2003 at 2:29pm
Wild Card
2321 posts
Posted 2003-11-05 2:29pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I`m currently looking into MS`s map, I`ll be sending back to him after school (so in about 5 or 6 hours) Then, he should be able to compile it without problems.
Re: SPLA Map Posted by Sinner_D on Wed Nov 5th 2003 at 9:25pm
Sinner_D
376 posts
Posted 2003-11-05 9:25pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
hey WC...im curious to where you thought i should/ or shouldnt add func_walls...i tried my best to turn just about everything into func_walls...lol

just for future reference...go ahead and edit my rmf with ur added func_walls, if u have the time. then send it back my way.
Re: SPLA Map Posted by Wild Card on Wed Nov 5th 2003 at 9:31pm
Wild Card
2321 posts
Posted 2003-11-05 9:31pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
func_walls are mainly used to prevent face spliting.
Re: SPLA Map Posted by G4MER on Wed Nov 5th 2003 at 10:06pm
G4MER
2460 posts
Posted 2003-11-05 10:06pm
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Hey Wild Card.. are you having one beam thats causeing 1200 r?

I have re-arranged the map some.. but I have 1 small saw leaf error, I found it, and am trying to figure out how to correct it.

I also have one beam that I get about 1200 r's from when I look at it from one direction.

I have it now compiling in about 30-45 min. Im about to try my next compile and fixes to see if I got it right yet. Ill stick it in my pit here for you if anyone wants to have a look.

($)
Re: SPLA Map Posted by Wild Card on Wed Nov 5th 2003 at 10:20pm
Wild Card
2321 posts
Posted 2003-11-05 10:20pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
uh oh. It seems we now have 2 versions of the map. I just finished changing a few things, but send me what you've got. I'd like to see.
Re: SPLA Map Posted by Wild Card on Thu Nov 6th 2003 at 2:32am
Wild Card
2321 posts
Posted 2003-11-06 2:32am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Ok MS, I've fixed up your pipe work (added 1 brush, but eliminated lots of faces) redid your lava buckets (about 99% the same, eliminated 9 brushes, and about 50-75 faces per bucket). I also redid your big water tank. The end parts werent flush with the main cylinder so this was probably causing problems with the compile. I'm going to compile over night and get back to ya.

Oh yea, send me your latest version.
Re: SPLA Map Posted by G4MER on Fri Nov 7th 2003 at 12:44pm
G4MER
2460 posts
Posted 2003-11-07 12:44pm
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
My section, is good enough to go.. I wont say done cause they are never done are they.. lol.

I have the R speeds below 1000, there are a couple spots they hit 989 or so.. but over all its good to go on r speeds.

If you want pictures or the rmf posted let me know, I know we had a debate about this not to long ago.. some prefer not to know, so they can guess and see who did what, and others want to know so they can help make it better, or whatever... let me know.

I even stuck a nice little Easter Egg in there.. =)

($)
Re: SPLA Map Posted by Sinner_D on Fri Nov 7th 2003 at 8:11pm
Sinner_D
376 posts
Posted 2003-11-07 8:11pm
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
well money, that was only suggested by an outside source, i however feel that atleast some of the team should see everyones work, inorder to better the overall outcome of the map. however, make sure you NOT post links to anything in the forums, pm anyone who wishes the file links. pix are ok as far as im concerned.

also, that brings up something ive been thinking about, do you guys think we should put personalized easter eggs (secret credit area) within our sections, or do you guys think we should just put a single easter egg in the finished product?
Re: SPLA Map Posted by G4MER on Fri Nov 7th 2003 at 11:49pm
G4MER
2460 posts
Posted 2003-11-07 11:49pm
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Tell ya what i'll do.. as soon as I get this dang page to work ( PhP is a pain in the arse ) I'll stick images of my section on it, and those of you that want to look can, those of you that dont, wont.

By the way this HLCC is cool.. I found a new button on it.. heh =) im such a n00ber.. ( Half Life Button - wireframe works that way!)

($)
Re: SPLA Map Posted by Orpheus on Sat Nov 8th 2003 at 12:06am
Orpheus
13860 posts
Posted 2003-11-08 12:06am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
MoneyShot said:
Tell ya what i'll do.. as soon as I get this dang page to work ( PhP is a pain in the arse ) I'll stick images of my section on it, and those of you that want to look can, those of you that dont, wont.

By the way this HLCC is cool.. I found a new button on it.. heh =) im such a n00ber.. ( Half Life Button - wireframe works that way!)

($)
money,money,money, you're killing me here, i mean i have the hicoughs because you make me laugh so long and hard :smile:

all the command params work if you have "-dev & -console" in your start.exe properties..

you may have missed this
Re: SPLA Map Posted by Sinner_D on Sat Nov 8th 2003 at 4:11am
Sinner_D
376 posts
Posted 2003-11-08 4:11am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
wow, HLCC really looks pretty...well compared to my batch compiler :biggrin:
Re: SPLA Map Posted by Orpheus on Sat Nov 8th 2003 at 10:10pm
Orpheus
13860 posts
Posted 2003-11-08 10:10pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Sinner_D said:
wow, HLCC really looks pretty...well compared to my batch compiler :biggrin:
:lol: tell that to the prick who trashed it recently in the ratings :rolleyes:
Re: SPLA Map Posted by Tracer Bullet on Sat Nov 8th 2003 at 11:21pm
Tracer Bullet
2271 posts
Posted 2003-11-08 11:21pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I like the idea of personal easter egges. just make sure they are really hard to find.
Re: SPLA Map Posted by Wild Card on Sun Nov 9th 2003 at 11:10pm
Wild Card
2321 posts
Posted 2003-11-09 11:10pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I'm back... :wink:
Re: SPLA Map Posted by Sinner_D on Mon Nov 10th 2003 at 2:14am
Sinner_D
376 posts
Posted 2003-11-10 2:14am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
wb WC...so what are ur thoughts on easter eggs...should we all have seperate ones? or should we just put one in for the whole team?

P.S. im gettin a bit anxious here guys...anyone have any new screens? :biggrin:
Re: SPLA Map Posted by Dr Brasso on Mon Nov 10th 2003 at 2:34am
Dr Brasso
1878 posts
Posted 2003-11-10 2:34am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
im just curious.....why easter eggs??.....why not something that has a little more...umm...."class"....no offense intended, but i think easter eggs would deflate any credibility we might develope as a team .....might even reflect us at "the pit" as a bunch of fly-by-night weirdos.....

then again, maybe thats correct....hmm... :heee:

///just my two cents....

Doc Brass... :dodgy:
Re: SPLA Map Posted by Orpheus on Mon Nov 10th 2003 at 2:52am
Orpheus
13860 posts
Posted 2003-11-10 2:52am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
for what its worth, even the lowly of us here at snarkpit has more class than most, and i would defend any one of you if an outsider did something wrong.

i doubt anything you place in your map would reduce that feeling.

it would be nice, if you could all make one thing, and place it centralized inside the map, and object with a piece made by each.. maybe a fountain, or a monolith, or perhaps a poster, with a photo of each of you attached..

/ 2 cents
Re: SPLA Map Posted by Dr Brasso on Mon Nov 10th 2003 at 2:58am
Dr Brasso
1878 posts
Posted 2003-11-10 2:58am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
ahh, maybe yer right orph, but....given the scenarios of even the crappiest maps made, set in a "sci fi world", thinking of the Easter bunny just seems ....well....way way out of place....ahh, but maybe its just me.... :razz:

i will adhere to the concensus.... :biggrin:

Doc Brass... :dodgy:
Re: SPLA Map Posted by Orpheus on Mon Nov 10th 2003 at 3:02am
Orpheus
13860 posts
Posted 2003-11-10 3:02am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Dr Brasso said:
ahh, maybe yer right orph, but....given the scenarios of even the crappiest maps made, set in a "sci fi world", thinking of the Easter bunny just seems ....well....way way out of place....ahh, but maybe its just me.... :razz:

i will adhere to the concensus.... :biggrin:

Doc Brass... :dodgy:
:lol: uhh, doc, i don't think the easter egg concept has much more than its name in similarity.. it was my understanding, that it was a hidden something, like hiding the egg, not bunny rabbits :biggrin:
Re: SPLA Map Posted by Dr Brasso on Mon Nov 10th 2003 at 3:09am
Dr Brasso
1878 posts
Posted 2003-11-10 3:09am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
well spake ye, smahtass.... :lol:

Doc Brass.... :dodgy:
Re: SPLA Map Posted by Orpheus on Mon Nov 10th 2003 at 3:16am
Orpheus
13860 posts
Posted 2003-11-10 3:16am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Dr Brasso said:
well spake ye, smahtass.... :lol:

Doc Brass.... :dodgy:
/me bows out gracfully, before pain ensues..

my bad :razz:
Re: SPLA Map Posted by Wild Card on Mon Nov 10th 2003 at 1:53pm
Wild Card
2321 posts
Posted 2003-11-10 1:53pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I got MS's final map and he's hidden a lego man. Perhaps (if he's ok with it) we could all have a lego man hidden in our sections. Or just 1 lego man in the entire map.
Re: SPLA Map Posted by Dr Brasso on Mon Nov 10th 2003 at 3:34pm
Dr Brasso
1878 posts
Posted 2003-11-10 3:34pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
lego man?......****feigns indignation.... :lol:

how about a plain old plaque for the final product?

Doc Brass... :dodgy:
Re: SPLA Map Posted by Tracer Bullet on Mon Nov 10th 2003 at 6:42pm
Tracer Bullet
2271 posts
Posted 2003-11-10 6:42pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
The whole point of easter eggs is tha they be personal. standardizing them makes no sense.
Re: SPLA Map Posted by Sinner_D on Mon Nov 10th 2003 at 8:48pm
Sinner_D
376 posts
Posted 2003-11-10 8:48pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ok, why dont we just simplify this...put an easter egg (hiden anything) in ur section, dont matter what it is. and if you dont want to, then dont. lets just get the accual mapping part of htis done.

LOL lego man huh, thats pretty funny

MS pm me some screens, i wanna see ur lego man :biggrin:
Re: SPLA Map Posted by DocRock on Mon Nov 10th 2003 at 9:00pm
DocRock
367 posts
Posted 2003-11-10 9:00pm
DocRock
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I usually put a monster_rat in my maps, so I'll throw one or two in my section, too. I think the strangest thing I put in a map...well 2 maps in a row one time, was a picture of Ronald McDonald waving around a corner.

Hmm, maybe I'll make him an easter egg in my portion...instead of Ratty-Rat.

So how are we gonna put everyone's names in this map? A plaque? A game_text?
Re: SPLA Map Posted by Hornpipe2 on Tue Nov 11th 2003 at 6:50am
Hornpipe2
636 posts
Posted 2003-11-11 6:50am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Oops, I should finish my section. Sorry guys, expect something in... a week?
Re: SPLA Map Posted by Tracer Bullet on Tue Nov 11th 2003 at 7:11am
Tracer Bullet
2271 posts
Posted 2003-11-11 7:11am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Don't sweat it Pipe man. I havn't started either.
Re: SPLA Map Posted by Dr Brasso on Tue Nov 11th 2003 at 8:16am
Dr Brasso
1878 posts
Posted 2003-11-11 8:16am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
well, ive already started and s**tcanned 2 versions....in relation to each others sections, im finding that "wingin it" is a 4 star pain in the ass.....but on the other hand, WC is the one whos gonna take a screwing trying to put this thing together....and i dont see how its gonna be possible to confine yerself to around 7000 patches to get anything decent on it, if you dont know what else is gonna be next to yer section.....connectivity is critical....so.....we need to confer as to layouts etc heavily, IMHO....comments? suggestions?

///just my 2 cents....

Doc Brass... :dodgy:
Re: SPLA Map Posted by G4MER on Tue Nov 11th 2003 at 10:14am
G4MER
2460 posts
Posted 2003-11-11 10:14am
G4MER
floaty snark rage
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I agree..

($)
Re: SPLA Map Posted by fishy on Tue Nov 11th 2003 at 10:38am
fishy
2623 posts
Posted 2003-11-11 10:38am
fishy
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fishy said:
i dont mean to butt in, but i will anyway. :smile:

i realise that this project is in much more capable hands than mine, but i've seen a few people posting concerns about how/when to go about joining the pieces together, and i'd like to make a suggestion.

everyone sends there basic rooms to WC now, so he could arrange them on the grid and create a skeleton blueprint kind of thing. then he could post it back to all concerned. once everyone knew where, in relation to their own work, everyone else's was, the connection/corridors etc could be arranged much more collectivly than the current plan seems to allow. and it would save WC from sooo much pressure trying to do it on his own at the end, when everyone wanted to see how their bit fitted in, and kept sending him hate-mail saying bad stuff about how he was taking too long and other bad stuff that i can't say here........

right, i seem to have lost track somewhere, so i'll butt out now

<!--StartFragment -->User posted image
Re: SPLA Map Posted by Schmung on Tue Nov 11th 2003 at 1:54pm
Schmung
63 posts
Posted 2003-11-11 1:54pm
Schmung
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Yeah, my section needs tons of tinkering and I haven't the time at present, but if you want the skeleton to get the connectivity then I'll go ahead and post it here.
Re: SPLA Map Posted by Orpheus on Tue Nov 11th 2003 at 2:02pm
Orpheus
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Posted 2003-11-11 2:02pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
picture your project, attached to a heavy chain and one end is also attached to a stout pole..

you guys will never finish if you do the whole thing in your heads and send the pieces to WC for attachment.

i know ours is also incomplete, but till this final stumper, our product advanced rapidly.. you really need to make the map in segments, but allow each person to incorporate their own additions.

otherwise you will stall, and most likely end up with a group of areas attached by endless halls.

you need to really consider this, add your section and pass the rmf to the next in line, set a deadline and stick to it..