Ns_hydrosity Screenshots
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">she hath returneth</div> ns_hydrosity is set in a colony's water prossessing facility. The MS is in Flow Control and the three hives are in Pumping Control, Overflow and Water Storage. All of the hives except Pumping Control have been built. Actually all I need to do is build Pumping Control and all hallways/rooms and connect it to the rest of the map and then it will be ready for beta testing.
Now, on with the screenies.
Marine Spawn
Now, on with the screenies.
Marine Spawn
Comments
Thats all the screenies, now go forth and comment.
the pipes will make for interesting combat, but my guess is it'll get 0wned by skulks cause they're so fast (although marines with shotguns and gl's will make life difficult for everyone's favourite little critters...)
-- Codeman
Stop tormenting us and release it!
first SS(marine spawn): The grey walls remind me of TFC. I can't really pin it down more. It may be that I can't see any light sources or that I kinda expect railings on those stairs/ramps.
2nd SS(just outside spawn): I think the door sill (on the floor) should extend right farther so that you don't have pieces of tiles. Is the door a blue=working or a red=non-working? It's got both colors on it.
3rd SS(pipe): I may be wrong, I thought that halflife couldn't handle going from one angled surface to another. I think you'd get stuck on the inside of the corners. (In cs_militia, you can't hug the inside wall of a corner in the sewer). This looks like it might fill up completely with water while the plant is in normal use. That's kinda scary... Marine vs 1000 gallons of water per minute... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> well done.
(water storage hive): computer screen on the side of the vat at ground level maybe? I wonder if someone is going to mention overlay textures on the lights above. (sorry, don't really know what they are. I think they make it so only the circle part of the texture will glow.)
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I was wondering mate when the 'newly' arrived green texture set is created by me (Expect it really soon) Would you like to use the Wad? I will allow you(only you atm) permission to use it in a map for the time being, as its a beta and non official wad. PM me for it today or tomorrow.
first SS(marine spawn): The grey walls remind me of TFC. I can't really pin it down more. It may be that I can't see any light sources or that I kinda expect railings on those stairs/ramps.
2nd SS(just outside spawn): I think the door sill (on the floor) should extend right farther so that you don't have pieces of tiles. Is the door a blue=working or a red=non-working? It's got both colors on it.
3rd SS(pipe): I may be wrong, I thought that halflife couldn't handle going from one angled surface to another. I think you'd get stuck on the inside of the corners. (In cs_militia, you can't hug the inside wall of a corner in the sewer). This looks like it might fill up completely with water while the plant is in normal use. That's kinda scary... Marine vs 1000 gallons of water per minute... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> well done.
(water storage hive): computer screen on the side of the vat at ground level maybe? I wonder if someone is going to mention overlay textures on the lights above. (sorry, don't really know what they are. I think they make it so only the circle part of the texture will glow.)
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1) I'm not too sure about the lighting in the marine spawn, or the texturing for that matter. It will probably look really different in the next compile
2) If you look closely, you can actually see 2 doors, the closest one is open and lit with blue and the further one isn't working and lit with red. There is a hallway heading left between the two doors.
3) It can handle it but it doesn't like it when two brushes join on an angle, since my corners are made from one brush it isn't a problem
4) I'm getting close to the max allowed r_speeds in Water Storage, I'll wait until I finish the rest of the map before I add anything more in there. BTW the lights on the ceiling are point lights
<b>Reverant:</b> don't worry, I've only used the green textures in the marine spawn and I'm thinking of retexturing it anyway. But it would be nice to have a look at those textures of yours
<b>MutantMFM</b> Vents ay?
SS1)There is a vent into the marine spawn between the two ramps.
SS2)Go through the wires and turn around and you will see a vent.
SS5)There is a small sewer system below the panels in the floor.
SS7)Follow the pipes into the wall and there is a vent.
I saw that dodgy texture on the floor on the first shot and thought I better try to do something better. Here's something you might find usefull anyway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1; maybe put some slime and stuff in those pipes, like lots of. make em nice and dirty lookin' - maybe some piles of unidentified scum in the corners.
2; concerning the corners of the pipes; put invisible brushes with nicer edges on em so you don't get caught on the corners please.
3; the gamma doesn't look quite right, so it might be that, but a lot of the sections really need a few more hidy-shadows.
4; i reckon making all the hives un-seigable would be a GREAT idea. makes for much more dynamic gameplay instead of the old seige-hopping that we get sometimes.
5; vents. lots of.
6; weldables. lots of. maybe make some of those red doors you have in there openable through welding a control panel or something (but make em re-sealable, if you know what i mean <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) and be sure to make the lights change color when they are unlocked <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
7; do you reckon you could get some water trickling through those pipes? or failing that, a few puddles? would make for some great atmosphere <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1) I'll be adding random detail when I've finished the map
2) Getting caught on the edges in pic 4 and in most other edges isn't an issue. The way I built these areas means it wont be a problem
3)I'm relying on the architecture to provide the hiding spots instead of the lighting
4) Apart from Water storage, Pumping Control can only be sieged from it's main entrance and The siege spot in Overflow can be seen from the hive
5) Read what I said to MutantMFM in my last post
6) the weldables will be like the random detail, I'm adding them at the end
7) Read my reply to 1)
<b>Evoq</b>
It will most likely delay the map longer then I want to if I try that. There is too much distance for it to cover for it to be in and non laggy
<b>Carbon14</b>
Thanks for the texture, I'll try it out in the next compile
I might have some screenies of the new hive up later today if I get a chance to compile.
Judging by how much I'm getting done, this map should be in beta form by march at the latest.
1; maybe put some slime and stuff in those pipes, like lots of. make em nice and dirty lookin' - maybe some piles of unidentified scum in the corners.
2; concerning the corners of the pipes; put invisible brushes with nicer edges on em so you don't get caught on the corners please.
3; the gamma doesn't look quite right, so it might be that, but a lot of the sections really need a few more hidy-shadows.
4; i reckon making all the hives un-seigable would be a GREAT idea. makes for much more dynamic gameplay instead of the old seige-hopping that we get sometimes.
5; vents. lots of.
6; weldables. lots of. maybe make some of those red doors you have in there openable through welding a control panel or something (but make em re-sealable, if you know what i mean <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) and be sure to make the lights change color when they are unlocked <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
7; do you reckon you could get some water trickling through those pipes? or failing that, a few puddles? would make for some great atmosphere <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
looking at where the hive goes and the dirt wall behind it.
muahahahaha <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
-- Codeman
It looks great.
Only thing I notice even a little out of place is the vent/fan/trapzoid thing in new pic 2.
wow
*walks away shaking head, jealous of Mouse's mapping skills*