Quick Start Mapping Guide Addition

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Advanced Techniques</div> I have just uploaded an article that I hope will help you make lots of great, official, NS maps.

<a href='http://nsworld.ns-central.co.uk/mappingguide/appendix5.php' target='_blank'>Quickstart Guide - Appendix 5 - Advanced Techniques</a>

It's contents are rather broard, so it's difficult to summarise, but the intent is to help you go beyond basic mapping into the realm of maps that make us go <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> Ooohhhh!

Comments

  • BlackSeerBlackSeer Join Date: 2002-11-01 Member: 2204Members
    Nice, but the link to the NS - Rad file is broken.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The link has been fixed. Thanks for pointing that out.
  • Rubber_DuckyRubber_Ducky Join Date: 2002-12-23 Member: 11445Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"I've had to abandon ns_mymapname, because i've hit the limitname limit." - dozens of n00bs on the NS forum<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Arf



    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->upload and pimp like mad<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    /dons pimping outfit


    A good helpfull source of Information. Thank you
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    Nice article! Good stuff to read.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    lets hope its got fog

    (and stuff on weldables - dam doors in edan won't close bahh!)

    amckern
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ChromeAngel+Mar 30 2003, 02:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Mar 30 2003, 02:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The link has been fixed. Thanks for pointing that out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Update for the Siege Cannon FAQ: I believe 1.04 dropped the siege range to the beta test distance of 1100 (the highlight sprite will change client side with 1.1)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    I like the idea of having round brushes for TF. CC and Siege ranges ... below my map.
    One siege range brush in the void below each hive always tells me were to place a room to siege from.

    Such a brush shows the REAL siege range in your map, you can easily tweak it with a few tests to its exact range (green radius exactly shown over the brush).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Hmm, I haven't patched to 1.04 yet. Can someone running 1.04 <b>test</b> the siege ranges and tell me for sure?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ChromeAngel+Mar 30 2003, 01:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Mar 30 2003, 01:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, I haven't patched to 1.04 yet. Can someone running 1.04 <b>test</b> the siege ranges and tell me for sure? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I guess the changelog <i>could</i> be wrong... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin--amckern+Mar 30 2003, 11:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Mar 30 2003, 11:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lets hope its got fog

    (and stuff on weldables - dam doors in edan won't close bahh!)

    amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Fog is a useless feature in NS that is unlikely to be supported by any official maps. It only works in OpenGL mode, so it can only be used as eyecandy. If you use it to block visibility people will just switch to Direct3D and see right through it. It also has issues when used alongside additive sprites, which aren't pretty.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    well what is they got in hera then? is it a masive sprite? - i thought it was fog, hmmz

    amckern
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Hera's fog is just a bunch of low opacity sprites, not an NS specific entitity.
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    hey ive found some stuff that might be of use to add to your guide.

    In the info_game entity there is the cull distance entry that i thought was for the commander only. Ive done some testing and found that this erases entities for the players too based on distance units. I remember some people complaining about entities disappearing.

    Lifts invisible. It seems that the placement of your lift vertically has an effect on the lifts going invisible. (still need to test this more)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Thanks for the reminder about culling distance crode, that's going in.
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