Piperoom Hive
Some_tall_guy1
Join Date: 2003-05-22 Member: 16601Members
<div class="IPBDescription">Feedback wanted</div> I've been working on this hive for 2 days now and I think its ready to show you guys. Tell me what you think and you'll get a cookie.
Comments
The construction seems very plausable and complex, very nice looking, but what about Rspeeds? Paticularly the first shot seems dangerously complex - it seems like a place where marines would get pwnx0rized no matter where they put their mini. in addition to the room being incredibly small.
That said, it looks fantastic!
and yes they **** me off, as soon as i put a vent in they went up around 75 to what they are now <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
aahk!!! i just removed some detail and it goes up!!!??? WTH???
-GF
thats what made ns_that_purple_map_you_start_in_the_middle_and_hives_are_connected_ba_a_tram_tunnel an alien map.
also i just had a breakthrough with the r_speeds <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> so they should be down a hundred in the first pic
EDIT: Enabled emoticons are the devil.
**edit** i just added a hallway leaving the hive room and r_speeds shot up to 675 <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
I acheived this by doing a texturing strategy that im not sure if its been thought up before, or if I just made it myself. I copied and pasted the current room and applied the null texture to it, so i have a textured room and a null textured room. I then went inside the null textured room and put all the textures back in place on the inside ONLY using the textured room as reference if I wasn't sure where a texture went. By doing this only the inside of the level draws, lowering r_speeds. Although this is time consuming it greatly helped r_speeds, reducing them by over 100 w_polys in my case. I hope this strategy is used by someone as it is very helpful.
**edit** yes i know the null texture not drawing is known by everyone, im just saying as to how i applied it without missing a single face.
You begin to evolve to an Ollj! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Also, Tall Guy, you really shouldn't worry about r_speeds until they're around 800... 800 wpolys is the HL engine's limit, after that it get hella laggy (and in software mode the extra wpolys don't even get rendered!) But generally if you need 600 or 700 wpolys, it won't cause a significant amount of extra lag.
<!--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-->what the heck is going on in your map??? HLCSG removes all faces outside of your level anyway so in the end you only have null textured faces *inside* your map! If you don't get any halls of mirrors you really found an amazing way to lower r_speeds and map limits <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
WOW, thanks. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I like the look, I only have one question: Is there enough alien bio-matter in the room? It just doesn't seem to have an "infested" look to me.
Just personal opinion though, so do as you will.
I'm just saying this so you don't tear out something really cool out of your map because you're worried HL is in danger of exploding the minute it goes remotely near the limits outlined in the mapping guidelines. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Sweet pics, btw.
Textures that are bland anyway or are kind of hard to see(behind a grate or such) can be sized up to twice the size or so without looking all that ugly, that can help r_speeds a lot, especially if the surface is a big flat one and not very complex.
I think it looks nice except that big wall textured with that pipe texture in the first shot, I think those pipes are most appropriate behind a grate or such because pipes usually aren't flat, but if you need many pipes and you do not need them to be all to visible(to fake complexity) you can put that texture behind a grate or such.
I do think that yes that pipe texture is rather awkward so I'll probably change it around a bit.
it just looks so... awesome
Belg
Also, try to infestate the whole room, just look back to feedwater or any other hive and try to get the "dark" feeling they show.
niec work