Ns_flood

SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
<div class="IPBDescription">early stages</div> hello. After around two days, i finally figured out the basics of The Valve Hammer Editor, and have now started on my first Ns map. Set on a underwater mineral mining facility, it will feature some neat stuff..and...get this...i will be trying very hard, not to use the Eclipse textures! yay!

i have lots of nice features ready for the map...i.e. Sharks that swim past the windows, areas that can be drained/flooded with the welder, and i hope to give it a nice "underwater" atmosphere while still keeping with the NS style...pretty hard for a first go eh?

well..keep a lookout as i will most probably be posting some stuff here soon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

any suggestions as to what should go into this map would be extremely helpfull, as im aiming for "official map" status...

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    You should probably have been told before now, but half-life water is REALLY REALLY difficult to light properly.

    I also recommend re-reading the "Should have" and "Avoid like the plague" sections of the <a href='http://www.planethalflife.com/nsworld/MappingGuide/MappingGuide.ASP' target='_blank'>Quickstart Guide</a>
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    awww...ill have a go anyhow <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    Another problem is the following alien exploit.
    Aliens (2 gorges) can build 3+ defense chambers under water and so get a "home" under water were no other marine could surwife longer than 10 seconds.
    Not an exploit that makes much sense and is more a "beta fun part", but it can be a problem.
    Who sayd "Fedwater" here?
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    dont use too much water, its visable over the entire map raising r_speedage. vis will see it no matter how well its blocked.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    With 2 days hammre experience, you expect your first map to be official? Do you have any level design expereince with different engines?
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    <!--QuoteBegin--blue2k+Dec 25 2002, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blue2k @ Dec 25 2002, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->dont use too much water, its visable over the entire map raising r_speedage. vis will see it no matter how well its blocked.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that is not always true - depends if you use func_water, or func_illusionary, trains, or plain regular brushes with the !prefix texture on them.

    func_water does not give wpolys, but hits fps directly. but it depends how big it is how bad the fps hit is. and it may be visible for the engine all over the map, so check.
    also you can raise and lower it like a door, and it has internal "fog". good for rising and sinking water you can swim in, and for next to windows and for long distance veiws under water.

    func_illusionary & trains (with a skin of -3) make regular wpolys which can be blocked in the normal way. but only show water texture on the top of the brush. afaik, they are like water no fall damage.
    so you would use func_illusionary for thinner brushes, like puddles/shallow pools, that you want some transparecy with.
    the train is ok for flooding/sinking when you are only gonna look down at the water - but not for swimming in.

    regular brushes with !prefix texture are also treated like water for no fall damage, but have only a top skin. i beleive they are treated like regular wpolys.
    these are good for thin puddles & shallow pools that you do NOT want transparency for, thick liquids (like oil or mud). and they take up no entitys.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    its a good general "rule of thumb" especially for newb mappers not to go crazy with the water.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    oh ok...it was just an idea <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    i spent some time on the MOH:AA editor...but its not really half life related <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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