Ready Room
Olmy
Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
![Olmy](https://forumstest.unknownworlds.com/uploads/userpics/580/n1UCG7FRF1T33.jpg)
<div class="IPBDescription">for ns_proxima (or ns_proximacentauri)</div> well i've been mapping away and ive pretty much finished my ready room. heres a picture.
i would post more but i don't have any pictures hosted anywhere so i just have to use an attachment.
post comments if you please.
i would post more but i don't have any pictures hosted anywhere so i just have to use an attachment.
post comments if you please.
Comments
heheh titan-like thanks. It's mean to look well kinda epic(ish) lol.
Get some trim around those entrances, change the texture on the step fronts and what's holding those pipes up? Good will?
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My suggestions for improvement:
1) In the areas leading into the join team passages, it looks odd to have the metal texture end so abruptly at that corner and to have the wall_lab texture around the corner. You should either make a support there or continue the metal texture around the corner.
2) I think it could do with being more cramped vertically. If you scale it down vertically, say, 128 units, I think it would look much cooler.
3) I think wires and more pipes would make a great addition to the atmosphere you are heading towards!
4) I think you could probably stand to put an env_gamma in there and perhaps darken it a tad, to make the lighting more atmopsheric and have more contrast.
Good luck to you with the rest of your map!
(...and now for the inevitable 'but'.)
...but...[bad aftertaste]...there are a few eyesores in there I think.
* As mentioned, pipes could use support.
* The entrances don't look right to me. Really need some lip or protrusion to smooth it (also mentioned).
* The stairs (also previously mentioned) can use a different texture. They look a tad odd.
* And the walls. That texture looks weird since it isn't vertically tileable (it is, but it doesn't look good imo).
Other than that, an excellent piece of work, really like the mist at random and the infestation at alien.
Cheers
*g*
*g* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
...
them. Looks bad imo. I would suggest either another texture there, or replacing the stair texture altogether.
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Edit: This actually reminded me of something but I couldn't think what it was. Then I realised that it was a picture I saw from World of Warcraft. I know, I know. Different games, but I'm impressed by the sense of scale here and I was definately impressed by the size of the door that was in the side of a mountain that I saw over there. I will see if I can dig it up.
Edit: This actually reminded me of something but I couldn't think what it was. Then I realised that it was a picture I saw from World of Warcraft. I know, I know. Different games, but I'm impressed by the sense of scale here and I was definately impressed by the size of the door that was in the side of a mountain that I saw over there. I will see if I can dig it up. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
what is the entity limit anyways? or the recommended maximum
EDIT: Found it.
2048 - HL entity limit (all entities)
1024 - limit of active entities that 'do' something or can be used
250 - limit of entities that are visible at a time (As Flayre changed the entity visibility code you can have 250 entities in a certain radius around the player that is info_mapinfo -> culldistance * 2.1)
If your culldistance is 1024 your players will see entities in a radius of 2150.4 units making up an area of 14527416 square units or a volume of ~41653007390 inches³.
Well, you can have 1024 'interactive' entities. Now substract the number of buildings that will be built on your map and you have your limit.
Great job on the map ready room.
ah.... quake...
<img src='http://wow.warcry.com/images/screenshots/030206-ss001.jpg' border='0' alt='user posted image'>
See those small guys at the bottom? They are dwarves :|
This place is huge!
(I'm going to play WoW btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Are you?)
Just gotta show you these pics from WoW ^^ :
Kalidar:
<img src='http://wow.warcry.com/images/screenshots/030724-ss011.jpg' border='0' alt='user posted image'>
Blackrock Spire:
<img src='http://wow.warcry.com/images/screenshots/030704-ss002.jpg' border='0' alt='user posted image'>
Iron Forge again:
<img src='http://wow.warcry.com/images/screenshots/030626-ss002.jpg' border='0' alt='user posted image'>
Some protal:
<img src='http://wow.warcry.com/images/screenshots/030619-ss001.jpg' border='0' alt='user posted image'>
I would like to see you guys map THAT with the HL engine ^^