CadaverCreator of original ns_originJoin Date: 2002-04-17Member: 466Members, NS1 Playtester, Contributor
Cool, thanks for the link to that planes optimiser - I'll give it a try, hopefully it'll work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The bio-dome is definitely too marine friendly, especially jetpack marines. I'll add some cover to it.
1.1 mapping deadline....eh? When is this deadline, i haven't heard about it? Anyway, the map is playable, and has been for a couple of months. I sent an email with a link to the playable download to the NS dev guys at the end of December last year, but never heard anything back about it. Maybe I should send another email in case the original one got overlooked.
Here's a tutorial about converting demos into .avi: <a href='http://www.planetfortress.com/hlmp/tutorial.asp?ID=83' target='_blank'>http://www.planetfortress.com/hlmp/tutorial.asp?ID=83</a>
Don't suppose we can get another mirror for this? Can't get it from fileplanet (fileplanet... I hate you so much) and fileplanet is packed right now, must be some popular download out now.
<!--QuoteBegin--Cadaver+Jan 27 2003, 11:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cadaver @ Jan 27 2003, 11:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1.1 mapping deadline....eh? When is this deadline, i haven't heard about it? Anyway, the map is playable, and has been for a couple of months. I sent an email with a link to the playable download to the NS dev guys at the end of December last year, but never heard anything back about it. Maybe I should send another email in case the original one got overlooked. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Flayra hasn't announced a deadline yet, he confirmed this to me when I contacted him on IRC.
<!--QuoteBegin--Yamazaki+Jan 27 2003, 11:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Jan 27 2003, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cadaver, try out the optimization program and modified Merl's tools in the topic ImaTarget mentioned. So far the modified tools seem to work, but no one has tested it with a map that is over the original limit. If it works, then you're all set! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> actualy I've tested it, The tools work, my map would not compile and now it doesn, course I need to gut my map so that i have enough planes to finish it but It works flawlesly so far!
Okay Cadaver heres the Shroomtree model I made. I used the plate from the defense chamber to kind of give it the same feel as the kharaa. I managed to chop it down to like 450 triangles but I still wouldnt put too many of these in there. I couldn't figure out a design for the third plant so it looks like you'll have to make do with only two different plants. Anyway I hope you like it and I can't wait to see some screens of the new biodome.
Awesome job guys. I'm loving the map tho, true its a dat bright, but definetly playable! And Geek, great job on those models. First thing I thought when I saw the tree was carapace, lol. And then I read your post, nice job sticking with the theme
i love it. with alien plants, i was thinking another ferm like thing, only more leaves with more like a vine bottom like roots sticking out which could be good for a more foresty type of effect for the room in the science annex. cus it looks like a spot they bred the aliens in if thats what that room was for. more like a study them in their natural habitat area. any way, a few ideas for plant models if ya run out of ideas, as im still elarning to model, let alone skin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
ok ideas-
1-a fern type of plant with vine base more like extending land roots and spreading like a weed.
2- a floral plant which ahs a long stem at the end a flower, and ont he bottom a few leaves, not many, more like a strange flower.
3- a bulb sort of plant, think of an upside down pineapple with fern leaves around it.
Now if you could animate the tenticles on that 'shroom.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Just checked out the video!! Very nice!! Ive noticed the windows in the biodome hive look like they have weld points on your layout image. <i>Does the weld point bring down some metal shutters or something?</i> Because if the windows are breakable then this is a great feature as it would be a great vantage point for fades to spam acid rockets from and also a point of interest for the marines as they rush to weld the vents shut!
As others have mentioned the biodome hive is a little on the open side. Currently that hive looks a pain in the arse to defend on both teams as a fade could happily stand at one end of the room and just acid rocket any marine structures at the other end and be out of range of a turret factory placed under the hive. Also any jet packers would have one easy time flying around attacking the hive without bieng hit!! What you could help give attacking aliens a bit of cover is to have the middle of the floor risen up as a kind of hill or mound. I have been in a few Biodome's in real life and the ground of both the ones I visted was far from flat!!! Check out the Eden project biodome in the south west of England...
Yes I know that the worlds largest greenhouse has nothing to do with hall life mapping but you will see my point as you read on...
What I think you could do is have a hill or mound in the middle and have a support strut coming from the middle of the mound to the ceiling. That way if a skulk were to go from one side of a room to try and attack a marine standing on the other side the marine would only see the skulk when it came over the brow of the hill which would be at the halfway point. The support strut would be there so that skulks would not have to go to the biodome walls to climb up to the ceiling to be able to leap on any nasty jet packers and it would also provide further cover for aliens if it were to be thick enough, say about the width of 2 marines standing side by side... Check out my fantastically artistic impression below!!!
Also why not have a vent that leads from the windowed area to the back of the hive? If you were to place the vent exit to the hive at ground level then any marines going through the vent would have to fully exit the hive before he could shoot at it and any competent gorge would place def chambers under the hive with a few offence chambers around it with a few looking at the vent! The vents main purpose would be a further avenue of attack that the aliens could pursue if the marines took the hive!
Whilst I know you don’t have a lot of room to play with r_speed and FPS wise when creating HL maps the above mentioned idea will help to create a hive that would be fun to fight over!!!
I animated the small plant <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Now that's just creepy man. Think you could do the other one? The small one looks good but I'd say the shroomtree would look infinately better with some animation. I'd recomend just doing the upper tentactles and having the rest remain static or perhaps the top could pulsate. Either way, what you did is awesome.
<b>::EDIT:: Although the smaller plant doesn't really have any reason to move so you might slow down the animation a bit but this is just me being a nitpicky **** ::EDIT::</b>
guess what i am working on... <b>well its finished so far.</b>
the animation is not all controlled (50% random) and its not THAT smooth. The 4 top spikes. each of the 8 tentacles and even the roots are moving. It has 50 bones, so the animations can be more detailed. But you dont except a mushroom to move fast eh? So you wont notice.
If you want fast controlled moving tentacles it needs much more work.
Edit: I tried to let the top pulse but it does not work with bones.
ollj, thats just great and creepy. Great work On the animation part, Geek, Great work on the models! Can´t believe how fast these where done! So now, geek and ollj get together and do MORE <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Bumping because i like the look of this map!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
PhilipKNS2 texture artist (AKA "Blazeeer")Join Date: 2002-11-01Member: 3746Members, Retired Developer
Really great video <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Liked it a lot
hows the map coming along? , video looks amazing , very professional looking map , really like the mining erea.. , that map look great , hope it will get an official map
DAMN DUDE.. sweetest map iv seen yet. congrats.. love the moving objects (lava, fade holo. drills and such) would love to get a beta version of this just to run on my lan and explore. hope you get this complete for 1.1 release.. looks like a shoein for official maps minimap looks nice.. like the routes and key rooms
everything except mining was bare, no steam, no outcrops, just long stright well lit halls, that are nice for the marines but are death to aliens
i saw very little resource nodes
those hives looks like a jetpacker DREAM come true
keep working on it, i would LOVE to play the beta <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
The bio-dome is definitely too marine friendly, especially jetpack marines. I'll add some cover to it.
1.1 mapping deadline....eh? When is this deadline, i haven't heard about it? Anyway, the map is playable, and has been for a couple of months. I sent an email with a link to the playable download to the NS dev guys at the end of December last year, but never heard anything back about it. Maybe I should send another email in case the original one got overlooked.
Here's a tutorial about converting demos into .avi:
<a href='http://www.planetfortress.com/hlmp/tutorial.asp?ID=83' target='_blank'>http://www.planetfortress.com/hlmp/tutorial.asp?ID=83</a>
Flayra hasn't announced a deadline yet, he confirmed this to me when I contacted him on IRC.
actualy I've tested it, The tools work, my map would not compile and now it doesn, course I need to gut my map so that i have enough planes to finish it but It works flawlesly so far!
-PD
ok ideas-
1-a fern type of plant with vine base more like extending land roots and spreading like a weed.
2- a floral plant which ahs a long stem at the end a flower, and ont he bottom a few leaves, not many, more like a strange flower.
3- a bulb sort of plant, think of an upside down pineapple with fern leaves around it.
these are only ideas but yeh..
nuff said
As others have mentioned the biodome hive is a little on the open side. Currently that hive looks a pain in the arse to defend on both teams as a fade could happily stand at one end of the room and just acid rocket any marine structures at the other end and be out of range of a turret factory placed under the hive. Also any jet packers would have one easy time flying around attacking the hive without bieng hit!! What you could help give attacking aliens a bit of cover is to have the middle of the floor risen up as a kind of hill or mound. I have been in a few Biodome's in real life and the ground of both the ones I visted was far from flat!!! Check out the Eden project biodome in the south west of England...
<img src='http://www.garethgriffiths.co.uk/gallery/album/Eden_Project/DSCF0076.sized.jpg' border='0' alt='user posted image'>
Yes I know that the worlds largest greenhouse has nothing to do with hall life mapping but you will see my point as you read on...
What I think you could do is have a hill or mound in the middle and have a support strut coming from the middle of the mound to the ceiling. That way if a skulk were to go from one side of a room to try and attack a marine standing on the other side the marine would only see the skulk when it came over the brow of the hill which would be at the halfway point. The support strut would be there so that skulks would not have to go to the biodome walls to climb up to the ceiling to be able to leap on any nasty jet packers and it would also provide further cover for aliens if it were to be thick enough, say about the width of 2 marines standing side by side... Check out my fantastically artistic impression below!!!
<img src='http://www.mathus.pwp.blueyonder.co.uk/ns_origin_biodome.jpg' border='0' alt='user posted image'>
Also why not have a vent that leads from the windowed area to the back of the hive? If you were to place the vent exit to the hive at ground level then any marines going through the vent would have to fully exit the hive before he could shoot at it and any competent gorge would place def chambers under the hive with a few offence chambers around it with a few looking at the vent! The vents main purpose would be a further avenue of attack that the aliens could pursue if the marines took the hive!
<img src='http://www.mathus.pwp.blueyonder.co.uk/ns_origin_layout.jpg' border='0' alt='user posted image'>
Whilst I know you don’t have a lot of room to play with r_speed and FPS wise when creating HL maps the above mentioned idea will help to create a hive that would be fun to fight over!!!
<b>::EDIT:: Although the smaller plant doesn't really have any reason to move so you might slow down the animation a bit but this is just me being a nitpicky **** ::EDIT::</b>
<b>well its finished so far.</b>
the animation is not all controlled (50% random) and its not THAT smooth.
The 4 top spikes. each of the 8 tentacles and even the roots are moving. It has 50 bones, so the animations can be more detailed.
But you dont except a mushroom to move fast eh? So you wont notice.
If you want fast controlled moving tentacles it needs much more work.
Edit: I tried to let the top pulse but it does not work with bones.
/Droools
good work
and try to make it even for each team
Liked it a lot
minimap looks nice.. like the routes and key rooms
WONDERFUL textures, really fit into the areas
but three things
everything except mining was bare, no steam, no outcrops, just long stright well lit halls, that are nice for the marines but are death to aliens
i saw very little resource nodes
those hives looks like a jetpacker DREAM come true
keep working on it, i would LOVE to play the beta <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->