Eclipse pt build 2
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">It's broken, but shots anyway.</div>I'm bitter right now. This will probably be blatantly obvious by my tone in describing these shots. Left Eclipse to compile overnight... 4 and a half hours, thanks to a few shadow-casting entities... Run it this morning. Broken. Fix it, and find that it's more broken. At least it runs in NSTR. :-\ At any rate, thought I'd toss up some craptastic screens of what to expect when I get this damn thing fixed.
New layout:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_1.jpg" border="0">
Red. And I even make it look like the player is in some sort of building. Wow.
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_2.jpg" border="0">
Ph33r the electrical arcs:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_3.jpg" border="0">
I added stuff here and the polys didn't flinch. Go me. Always one of my favorite areas in this map:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_4.jpg" border="0">
New hive. Had to give it a little extra brightening to be visible in the shot compared to the others, but it does look about like this in-game:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_5.jpg" border="0">
2 of the 3 generators now have an upper balcony complete with utterly asstastic control station. Polys didn't flinch at either of these, either -- I may replace that with something less blocky if time allows:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_6.jpg" border="0">
I think this shot feels closer to a hive than it did before... Was far too bright in previous builds:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_7.jpg" border="0">
Yep. Now to go to work and cry about how the damned thing won't actually be ready until tomorrow now.
I hate my life.
New layout:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_1.jpg" border="0">
Red. And I even make it look like the player is in some sort of building. Wow.
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_2.jpg" border="0">
Ph33r the electrical arcs:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_3.jpg" border="0">
I added stuff here and the polys didn't flinch. Go me. Always one of my favorite areas in this map:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_4.jpg" border="0">
New hive. Had to give it a little extra brightening to be visible in the shot compared to the others, but it does look about like this in-game:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_5.jpg" border="0">
2 of the 3 generators now have an upper balcony complete with utterly asstastic control station. Polys didn't flinch at either of these, either -- I may replace that with something less blocky if time allows:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_6.jpg" border="0">
I think this shot feels closer to a hive than it did before... Was far too bright in previous builds:
<img src="http://planethalflife.com/awmaps/pics/eclipse_7-26_7.jpg" border="0">
Yep. Now to go to work and cry about how the damned thing won't actually be ready until tomorrow now.
I hate my life.
Comments
Cant belive maps of this magnitude is for the hl engine, nicely done, cant wait to be able to play it.
This is probably, for all intensive purposes, the third or fourth 'full' pass. It's the last one, though, I can guarantee that much. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Once the damned thing works, that is... :-\ Bleh.
(of course, when I get to ns_kara and ns_valhalla, things will go much smoother -- I'll have a much better idea what I'm getting into. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )
<!--EDIT|KungFuSquirrel|July 26 2002,12:13-->
One of the problems revolves around running it in the NSPT. This may or may not be a map issue -- I thought I got everything re-installed properly, though. This is what bugs me the most... I can't tell where the problem is. Maybe I just have something configured wrong, maybe the map itself has some glaring error I've overlooked. I had an error like this last PT build that turned out to be an error in a particle system, but I've not added or changed any PSes and the other culprits I suspected (mp3audio) all checked out (and worked in the NSTR).
There were a hell of a lot of entities I just plain screwed up... missed an essential flag, forgot to reset values when I copied settings from another one across, etc. That's no problem.
Problem arises when I have a texture inclusion error on the CSG end of things. That rules out an -onlyents compile.
It's nothing catastrophic (that I know of, heh), but just the general snowball effect of having the map crash the PT build, populated with broken entities, and with a texture inclusion error that mandates a full re-compile... Well, that makes for one angry squirrel. :-\
The shots look really wonderful, I can't wait to check it out. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
it feels like a real spaceship, with a cohesive colour scheme and clean architecture/textures. Look like it would be fun to play too.
2) I didn't bother to mark a marine spawn room since I figured close-proximity command center and resource nozzle icon dots would function fine.
3) I did, and had to cut it from a previous version. There's been at least 4 maps with box ready rooms in the testing phase (ns_nothing, ns_shaft, ns_caged, and Eclipse). It's not uncommon.
--Scythe--
the_only_scythe@subdimension.com
Don't suppose any of us joe-blows could get a copy to run around in the NSTR?