[wip] Ns-rift
tbZBeAst
Join Date: 2003-01-26 Member: 12755Members
<div class="IPBDescription">No piccies as yet</div> Ok, I'm a total mapping noob (almost, I made a cs map in 1999!) and progress is slow. No piccies as yet, I'm about halfway through the ready room so far. I'll see if I can knock up a quick layout at some point.
The concept is as follows:
A survey and exploration team has set up an initial science base on a rogue moon. Xenobiological activity is detected in one of the caverns beneath the pitted, airless surface, and the TSA is forced to mount a mission to discover the fate of the survey team.
(clue: hamburger)
I want to structure the map so its a good mix of the NS industrial textures, and natural looking rock, with stalactites etc. Also I'll be hoping to throw in some atmospheric touches, with particle, and the use of ice and dripping water effects.
I've already encountered (and overcome) some problems: compiling in Hammer's normal mode didn't work, so I managed to set up an advanced tab for NS....QRAD is still crashing when I try to run it, however - Might this be the order in which the instructions are executed in expert mode?
I have an idea with regards to the mapping "experts". Would it be possible to have some of the guys go over the maps to "optimise" them? Obviously it would be down to the expert team what they'd accept as submissions (and I'd suggest only maps the look "finished"), but I think it would lead to a more polished and cohesive set of maps over all. Feedback, comments etc?
The concept is as follows:
A survey and exploration team has set up an initial science base on a rogue moon. Xenobiological activity is detected in one of the caverns beneath the pitted, airless surface, and the TSA is forced to mount a mission to discover the fate of the survey team.
(clue: hamburger)
I want to structure the map so its a good mix of the NS industrial textures, and natural looking rock, with stalactites etc. Also I'll be hoping to throw in some atmospheric touches, with particle, and the use of ice and dripping water effects.
I've already encountered (and overcome) some problems: compiling in Hammer's normal mode didn't work, so I managed to set up an advanced tab for NS....QRAD is still crashing when I try to run it, however - Might this be the order in which the instructions are executed in expert mode?
I have an idea with regards to the mapping "experts". Would it be possible to have some of the guys go over the maps to "optimise" them? Obviously it would be down to the expert team what they'd accept as submissions (and I'd suggest only maps the look "finished"), but I think it would lead to a more polished and cohesive set of maps over all. Feedback, comments etc?
Comments
<a href='http://countermap.counter-strike.net/Nemesis/batchdown.html' target='_blank'>http://countermap.counter-strike.net/Nemes.../batchdown.html</a>
rad crashing?
just post the compile log.
It just does an illegal op, nowt I can do with it