Ns Forge Preliminary Layout

erendorerendor Join Date: 2003-02-06 Member: 13180Members
<div class="IPBDescription">come on in...</div> This is my layout for my new map- Ns_forge! Its a Map centered round a manufacturing centre, lots of lava round one hive(The Forge!) Big smashing things around stamping hive, and a lot of boxes and things around Packaging. I got the idea off a map on Turok 2(n64) called vulcans forge, which had a huge area in the middle with lots of lava. anyway, here it is, i'm open to suggestions.

Comments

  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the best things text books have seen eh?

    i like to draw some of my maps in them

    some things though

    huge areas = bad r's if constructed wrong

    other then that i'll be looking for some screens soon of this map i t looks promising

    amckern
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    edited May 2003
    About the big rooms, i knew somone would mention them. The size of the hive rooms and thigns have nothing to do with the size they may actually be, i just made them bigger so i could recognie them easier, and i also knew they would be bigger anyway.

    Edit: also, where do you think i should start building it? I just opened up hammer, then realised i had no idea where i should start <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    chose a texture, draw a brush

    if you end up with a big square room, addsome deatil, then think what hive, or start ares its gona be, get some halls, then think about putting a new square room in a random spot

    amckern
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    hmmmm.... well... i <i>am</i> really riveted by my ideas for The Forge(capitals <b>essential</b>!) so i think i will start there. Think high platforms over lava, with the hive in a nice high spot above it all <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    I wonder how many other people you've tricked into turning their head sideways. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    The layout looks decent overall. The connection from the marine spawn to the bottom left hive (that's top left if you don't mentally flip the picture) seems to be a bit linear, with little to no room to cross over or double back in the least. The rest looks fine, although I'm not sure about having a double node so much closer to a hive than the marine base.

    I don't know if I'd reccomend starting your building with your favorite room. It might be better to leave it as something to look forward to, to keep yourself pushing forward with the boring stuff. Your call, though, and could be good to get an idea of what the map will look like at its best. Go for it.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I hate to seem like i'm picking things apart but.... wouldn't something like a forge have a more direct way of moving materials between areas? Your three hive areas (forge, stamping, and packaging) are all a connected idea. Maybe this is more something to think about than anything else. Possibly you could connect the hives with a conveyor system that could function much as the vents do in maps like ns_caged. I really do like your idea here, just want it to come off looking good. If need be you can always put in the fixtures for a means of moving between the areas, but have hive growth block them off, or simply have them be closed.

    Can't wait to see some screens of that forge.... possibly the particle system could help in making everything look sooty and dingy. (or it could simply throw out some embers in specific areas of the room)
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    edited May 2003
    is it possible i could get the lava under the walkways in the forge to bob up and down, looking like a wave type of thing? I'm also gonna have some jets of fire shooting out of it at random points, i'll try to capture one when its ready for screenies. Its not looking that spiff at the moment, but i've only been going 5 minutes. Also Reese, love that idea for the conveyor belt, i could have it as a way between hives, but sort of roundabout. The middle hive is forge, left is stamping, third is packaging, so i'll have it go from middle to left to right. Hmmm...

    Edit: also, in forge, i'm going for a <i>Intense Battle over Molten Lava against super-speedy aliens!!!</i> kinda feel, only light would be from the lava, giving it an orangey glow... Mmmmm Sinistery...
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    yes, just turn the lava into funk_watter, and adjust the havehight

    amckern

    PS watch out as the hole brush is rendered from any part of the map once its funk_watter, so r's might go over the 800 limit
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I read that LARGE brush entities are drawn everywhere... may it be that the same rule applys to func_water - so that a small brush of water (*g*) will be hidden as it should? I never experimented with that so I don't know. Maybe it is better to make some small lava pits seperated from each other to help the game engine hide them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sign In or Register to comment.