My First Map Ever In Hl!
moultano
Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<div class="IPBDescription">I'm excited</div> Even this room isn't even remotely done, but I'm excited and decided to waste some bandwidth. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> enjoy!
(please excuse the horrible jpeg.)
(please excuse the horrible jpeg.)
Comments
Possibly a little cover for ye olde hive? It's very open. And what about a few asteroids and whatnot outside? clipped func_rotates dotted around make great asteroids!
r_speeds max at about 450 or so when climbing on the glass and looking down. (thats with the current version of the room that has quite a bit more detail. I'd put up another shot, but I cant. read on.)
I started having touble running the map today. Whenever I did, the screen showed a cropped version of the normal view in the upper left corner of the screen, and the rest of the screen was just my regular windows desktop. Until today this only happened when there was a leak in the level. I assumed that it was something openGL did when confused since the cropped image appeared to be about 640x480. There aren't any leaks in it at all, and I cant figure out whats goin on. Has anyone else seen this/know how to fix it?
aaaahhhh a run down memory lane.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Looks good bro... make a few over hangs or something tough, those darn JP will own and the poor aliens will be scampering all over the windows trying to reach them... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
-Danish Monkey
I'm trying a few things with the vent system that I'd like some input on.
- first of all, the vents are below the level geometry. Mapping guidelines say this is a nono but I think it works here and it would be only for this room. Since I havent heard anything yet about 1.1 giving marines less advantage in vents, I dont really see a problem with restricting commander powers there. I think it would be interesting if every vent on maps had a brush blocking the commander's view. Anyways, since jetpacks are powerful in this room, I think its only fair that to jetpack through the vents they have to go it alone for a little while.
-secondly, I have color coded the vent lighting. Each of the three vent exits has a different colored light that you can only see within the vent. Its rather unrealistic, but the standard red lights in vents arent exactly common place in real life <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . I was thinking since the room is very symmetrical that this would allow the skulks to retain their sense of direction a little better.
thanks for the feedback guys. I'd post a screenshot of its current state, but my graphics card fan is making noises like a mouse on speed, and I'd rather not stress it out at the moment. Speaking of which, anyone know where I could get replacement Chaintech parts?
-GF
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