Perfect Ceiling Height

DooM_Space_MarineDooM_Space_Marine Join Date: 2002-12-12 Member: 10670Members
edited December 2002 in Mapping Forum
<div class="IPBDescription">Hmmm.</div> Is it better to have a ceiling 2 times as high as the player as we see in maps these days, or a lower more realistic ceiling? What do you guys think?

Edit: Talking hallway ceiling here, not room =) What about the width?

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Bits of andromeda have a ceiling barely low enough for a marine to walk upright, and some places you can barely see the top. I like a mix.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    When I map I just tend to compile and go with what looks right.

    I compile a lot to see how stuff looks. VHE doesn't give a very good preview of a map's aesthetics.

    The main problem is getting DOORS to look right, especially the kind that open and close before the player... I spent 3 or 4 compiles just getting a door to look properly proportioned.

    If compiling takes too long for the whole map, isolate sections of the map and use VisGroups and only compile/export the visible brushes/entities.
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    All my coridoors are a comfortable height for a marine, fade and definately skulk or gorge. Trouble is the Onos can jump through the ceiling of the coridoors and see a lot of the map. I really don't want to raise my coridoors, is there any other way I can stop 'peeping onos'?
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    <!--QuoteBegin--WraithOfDark+Dec 24 2002, 02:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WraithOfDark @ Dec 24 2002, 02:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All my coridoors are a comfortable height for a marine, fade and definately skulk or gorge. Trouble is the Onos can jump through the ceiling of the coridoors and see a lot of the map. I really don't want to raise my coridoors, is there any other way I can stop 'peeping onos'?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Seems like kinda a waste, but you could build an box over the corridor. When Peeping Onos jumps, he sees the inside of said box and not the rest of the map.

    On the other hands:
    1) I don't think that you can see people when you are in the wrong side of a brush in the half-life engine. So it wouldn't matter if the Onos could look around, he'd only see the areas, not the stuff there.

    2) It seems kinda silly to add extra brushes just to handle this one situation.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    A good way is to increase the VIS, although it takes a long time to compile some maps. Wha u do is u select the texture "black" and make it the whole length of the editor (or until where it will allow) and then hollow it out, then people look into blackness and see nothing of the map. Make sure the opposite ends of brushes are black too, or it looks weird. This is a solution, although a dodgy, hassling and long compile time solution.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    that black bubble is the MOST sloppyiest way to do something, and it will ruin your Rspeeds and comm view.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    I've never seen 'peeping onos' firsthand, but can't this be fixed by compiling with the NS hullfile? Isn't the reason the Onos can get thru the cieling due to compiling without the NS collision hulls?

    I'll try to find the command line that makes HLCSG use the NS hullfile.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    it's -hullfile pathto\nshulls.txt
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    Hulls eh, Yeah I haven't been compiling with the hull file so that is probably the problem. I'm using ZHLT for the good ole light stopping entity flags, I will add the hull file command line and try it again.
    Thanks.
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    I also don't think you can see other people when you're outside, as I can't when I'm in spectator mode.
Sign In or Register to comment.