<!--QuoteBegin--WolfWings+Sep 6 2003, 06:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 6 2003, 06:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--CheesyPeteza+Sep 6 2003, 10:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Sep 6 2003, 10:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah I used that vent system all the time too. A lot of people never bothered to learn the vent system though. I hope you can do something to make it a bit easier for beginners, as that was the last map I learnt completely. It shouldn't be that hard really.
Perhaps some see through grating over occasional corridors and rooms etc. so people can get their bearings. But that means more entities and I don't think there is many place you can do that as dd kept them deliberately outside the rooms/corridors. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Maybe a texture with little directions. 3 different colours of text for each hive and a simple arrow. Although I think I remember reading about having too many textures or something. :/
A different texture for each vent system?
Hmm I dunno, I'm sure you can think of something. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Oh and just out the left of marine spawn there is a weldable vent. That vent joined with a vertical vent in an annoying way with edges that you always got stuck on. Hope you can fix that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The 'sticky vent' was due to a mis-sized set of brushwork. Already fixed when I resized all the vents to 24 or 48 units in direction. :-)
And I actually do plan to 'solve' the problem of vents being hard to navigate. I'm experimenting with various possible solutions, possible see if I can squeeze in some markings to point out which way to each hive every so often in the vents, or at least indicate that at each junction, what's nearby. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> What's with all this adding and changing? New vent layout? There was nothing really wrong with the old vent system; it wasn't perfect but there were no serious flaws worth changing.
And markings in the vent to indicate nearby hives? Who made these markings? Did the engineers put these markings in the vents when USS Nancy was still in the shipyard? "Sam, I want you to put signs that say "Potential hive spot nearby" in all the vents just in case aliens take over the ship and get lost; poor little aliens... It doesn't make any sense.
I'm happy you guys are bringing Nancy back to life but unless your changes are necessary to support onos or fix some clipping issues, etc. I think it would be best that you stay true to the original Nancy.
Nancy was not perfect, but I think I speak for the majority when I say we dont want perfect, we want Nancy. Noobs should have to learn the vents the hard way just like everyone else. The vent system was one of the things I loved about Nancy. Please don't change it. </ rant off>
<!--QuoteBegin--relsan+Sep 6 2003, 08:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Sep 6 2003, 08:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (1) Did the engineers put these markings in the vents when USS Nancy was still in the shipyard? "Sam, I want you to put signs that say "Potential hive spot nearby" in all the vents just in case aliens take over the ship and get lost; poor little aliens... It doesn't make any sense.
(2) Nancy was not perfect, but I think I speak for the majority when I say we dont want perfect, we want Nancy. Noobs should have to learn the vents the hard way just like everyone else. The vent system was one of the things I loved about Nancy. Please don't change it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> (1) Actually, I think their logic would be more along the lines of "Let's say this vent goes to the engine room" or "okay, this one goes to the subspace interface" - it's not a silly idea.
(2) Oh don't be so elitist. It's likely Lazer & co (and probably DD) want the map to be user-friendly - I think the vents on Nancy were a bugger to learn, and it's great that they're thinking of making them easier to use. Also, I think that actually the majority would recognise that this is a great opportunity to make a few changes to what was in all honesty a flawed map.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
What would probably work better than signs is changing the color of the lighting in different regions. The worst thing about learning the vent system is that every vent looked exactly the same.
There isn't going to be any "signs", there will just be slight color differences so people can get a general idea of where they are.
Now for the important stuff:
-I was doing some lighting tweaks for an updated rad file since there were many places in the map where it used lights that DarkATi never needed to worry about since he hadn't seen them yet.
-Both hives have now been added to the level and I managed to cut down the amount of textures used just enough to fit the limit again. (there was a lot of similar infestation textures etc...)
-I'm about to add the hallways that connect cargo, auxilliary command, and subspace together.
-I'm glad to hear about the vents WolfWings. When you finish them up just send them over and I'll add them in before I send the near finished source.
-I would like to just point out something I don't want to see added, and that is slope null brushes infront things like the enterance to sub-tunnel. that just makes it a little TOO easy to get around and just seems like a waste of polies. I like the work you did with the nulls on the ceiling though. It helps skulking a lot.
I cant wait for this to be finished. Looks awesome. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Perhaps when you're done with nancy you could group up and make a whole new map together ? The multiple points of view, different opinions and the experience of working together on this could be a nice starting block for creating "teh bestist map evar". <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Heh, well I think we all have personal projects going on. I for one have a map I've been working on, but it has a lot that can be done to it, and it needs quite a few structural changes. I just haven't really mentioned much of it to people.
<!--QuoteBegin--relsan+Sep 6 2003, 11:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Sep 6 2003, 11:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's with all this adding and changing? New vent layout? There was nothing really wrong with the old vent system; it wasn't perfect but there were no serious flaws worth changing.
And markings in the vent to indicate nearby hives? Who made these markings? Did the engineers put these markings in the vents when USS Nancy was still in the shipyard? "Sam, I want you to put signs that say "Potential hive spot nearby" in all the vents just in case aliens take over the ship and get lost; poor little aliens... It doesn't make any sense. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The 'new vent layout' is actually all the old vents with random spots where they'd suddenly 'shrink' down to one skulk wide then two feet later be two skulk wide again being smoothed out to always being two skulks wide, hon. Nothing more. Aside from one area that had very fscked-up brush geometry for no apparent reason, I haven't 'changed' the layout of Nancy's vents, only made it more consistant.
My 'idea for a change' was seperate, and not something I've done yet, or even done more than talked about my reasons for thinking of. It's not implemented, nor would it be without testing how it affects the map. The ONLY change to the vents besides normalization to one consistant size I've been mentioning is possibly trying when we test the level was a single extra vent added to link the two vent systems, to remove the importance and power of Mother Hive from using the vents.
And by 'markings' I meant things like lighting changes. More likely, I'll just adjust the 'zone brushes' into the vents themselves, so you know what area you're close to. =^.^= No visible markings, but the 'Where am I?' indicator in the lower-left'll tell you anyways.
<!--QuoteBegin--Lazer+Sep 6 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-Both hives have now been added to the level and I managed to cut down the amount of textures used just enough to fit the limit again. (there was a lot of similar infestation textures etc...)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The last batch of areas I sent over I'd tried to reduce the texture-count as much as I could, using smaller textures and the like. =^.^= Hopefully it helped?
<!--QuoteBegin--Lazer+Sep 6 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-I'm about to add the hallways that connect cargo, auxilliary command, and subspace together.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sweet. :-) That was the one area I did NOT like when I attempted to re-brush it all manually. =^.^=
<!--QuoteBegin--Lazer+Sep 6 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-I'm glad to hear about the vents WolfWings. When you finish them up just send them over and I'll add them in before I send the near finished source.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Easier for me to add them to the finished map, as I'm seperating them out into a two-step operation to merge them in and adjust them once I get the actual map file, if you don't mind?
<!--QuoteBegin--Lazer+Sep 6 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-I would like to just point out something I don't want to see added, and that is slope null brushes infront things like the enterance to sub-tunnel. that just makes it a little TOO easy to get around and just seems like a waste of polies. I like the work you did with the nulls on the ceiling though. It helps skulking a lot.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Which slope brushes are those? I don't remember adding any to the Subspace Array Interface entrance, or do you mean the slipping around the vent entrance in Mother Interface instead of making lips on the vent itself? Again, more specifics so I understand more clearly.
<!--QuoteBegin--WolfWings+Sep 7 2003, 03:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 7 2003, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Which slope brushes are those? I don't remember adding any to the Subspace Array Interface entrance, or do you mean the slipping around the vent entrance in Mother Interface instead of making lips on the vent itself? Again, more specifics so I understand more clearly. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I was talking about at the end of sub-tunnel. There was a 24 unit high ledge and you put a sloping null brush right up to it. It's a nice idea, but I think the player should be required to jump in situations like that.
Um... =O.o= Can we lower the doors edge down to 18 units then at least? I'd have lowered it myself, but since that's the 'join point' for my section to the next one, I kept the brushwork unit-exactly-the-same so it wouldn't interfere with your existing stuff when I sent it in. The sloping brush was somewhat of the 'best fix I can do' at the time. =^.^=
<!--QuoteBegin--Lazer+Sep 7 2003, 12:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 7 2003, 12:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure if I lowered it or not, but there is no reason to make it so you just have to walk over. What's wrong with hopping over?
EDIT: Ya I did lower it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Simple. It's a DOORWAY. =^.^= If it wasn't a doorway, verifiable because of the smashed-out door sitting just inside, I'd be okay with jumping over. But by definition, you walk through a doorway. :-)
why don't you two give each other msn adresses or whatever. Wouldn't that make it easier to communicate and be far quicker for discussing things? And mean nancy will get here quicker <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Nah, just as easy to let everyone else on the forums have a peek into the development process. Stops people from asking 'What's the holdup' when they can see all the nitty-gritty details out in the open, IMHO. =^.^=
Makes it harder for someone to sneak up with our 'dirty laundry' when we hang it out on the line to dry outselves, too. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--WolfWings+Sep 7 2003, 04:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 7 2003, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah, just as easy to let everyone else on the forums have a peek into the development process. Stops people from asking 'What's the holdup' when they can see all the nitty-gritty details out in the open, IMHO. =^.^=
Makes it harder for someone to sneak up with our 'dirty laundry' when we hang it out on the line to dry outselves, too. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Agreed
<!--QuoteBegin--Lazer+Sep 6 2003, 10:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heh, well I think we all have personal projects going on. I for one have a map I've been working on, but it has a lot that can be done to it, and it needs quite a few structural changes. I just haven't really mentioned much of it to people. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yes, ns_sandman, my map needs me.
Anyway, I was out of town this weekend, just wanted to know what went dowqn and stuff, how the map is coming along. If you'll send me the mostly done.map file I'll light it up accurately for you also, Lazer.
And hon, there's a REASON the ATI 9500/9700/etc cards have a little connector to plug a floppy-drive-power-connector onto them, yeah, they draw extra juice.
They're also a reason for getting an over-powered power supply that can stand the load. Then again, I'm one to speak. I have a dual-CPU rig that I had to upgrade the power supply to nearly 500 watts when I was testing an ATI Radeon video card. =^.^= Let's just say I don't see needing a space-heater this winter. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
How's about this for novel shopping advice: put together a computer whose parts can handle each other. Period. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I agree with WolfWings. If it's a doorway, make sure everyone can walk right through it. If it's a hole in a wall, an annoying lip is permissible.
<!--QuoteBegin--WarpZone+Sep 7 2003, 10:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Sep 7 2003, 10:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How's about this for novel shopping advice: put together a computer whose parts can handle each other. Period. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I agree with WolfWings. If it's a doorway, make sure everyone can walk right through it. If it's a hole in a wall, an annoying lip is permissible. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> In this case, the semi-flaming of DarkATi and Lazer is rather unrequired. As Lazer mentioned, he DID lower the brushwork. I agreed with him though, I didn't want to put the little 'slope' there, as running through with a fast class, like a Fade blinking, or a Skulk with Celerity, resulted in 'catapulting' you through the doorway and quite high into the air, because of the ramp effect.
I only left the door 'raised' like I did because lowering it would change the brushwork at one of my 'seams' with the rest of the project, something I wasn't allowed to do, only Lazer could make that sort of modification, as otherwise ou<span style='color:yellow'>r</span> independant sections wouldn't align with each others.
And as DarkATi explained then Edited Out, he has a beefy PSU, it turned out to be most likely the video card itself was flaky, or the power connector to let him have a floppy-drive AND the video card was flaky. There is one other alternative though, some PSUs don't put out very much on the 'floppy drive' connector, if it's a seperate connector from the rest of the bundle, so it might still be a PSU issue. =^.^=
<span style='color:yellow'>Edited: Corrected a typo.</span>
Dont talk about PSUs please, mine had a surge that took itself out, along with my mobo, my gfx card, my CPU, one of my hard disks, my sound card and my cd-rw drive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> lucky i keep lower spec backup parts about the place. (going to get replacements tomorow)
I am also one of those who cant wait to get to play nancy again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--WolfWings+Sep 8 2003, 11:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 8 2003, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So what's the status on the Nancy map file? Lazer? DarkATi? Bueller? Bueller...?
Just wanting to get things rolling, I keep getting poked at on servers when I play now, people asking how the map's going. =^.^= <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I have no idea. Only Lazer knows to my knowledge.
Lazer...?
P.S. I liked your old avatar better WWs, or maybe I was just used to it.
Well I have all the hallways around the port/subspace/cargo area just about done. (minus a few slight tweaks and the doors) The marines start needs to be worked on more. I'm not sure if you'd like to do it, but I could hand over the marine start .map file to you and you could finish that up while I do the hallways outside of the marine start?
Comments
Perhaps some see through grating over occasional corridors and rooms etc. so people can get their bearings. But that means more entities and I don't think there is many place you can do that as dd kept them deliberately outside the rooms/corridors. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Maybe a texture with little directions. 3 different colours of text for each hive and a simple arrow. Although I think I remember reading about having too many textures or something. :/
A different texture for each vent system?
Hmm I dunno, I'm sure you can think of something. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Oh and just out the left of marine spawn there is a weldable vent. That vent joined with a vertical vent in an annoying way with edges that you always got stuck on. Hope you can fix that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The 'sticky vent' was due to a mis-sized set of brushwork. Already fixed when I resized all the vents to 24 or 48 units in direction. :-)
And I actually do plan to 'solve' the problem of vents being hard to navigate. I'm experimenting with various possible solutions, possible see if I can squeeze in some markings to point out which way to each hive every so often in the vents, or at least indicate that at each junction, what's nearby. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What's with all this adding and changing? New vent layout? There was nothing really wrong with the old vent system; it wasn't perfect but there were no serious flaws worth changing.
And markings in the vent to indicate nearby hives? Who made these markings? Did the engineers put these markings in the vents when USS Nancy was still in the shipyard? "Sam, I want you to put signs that say "Potential hive spot nearby" in all the vents just in case aliens take over the ship and get lost; poor little aliens... It doesn't make any sense.
I'm happy you guys are bringing Nancy back to life but unless your changes are necessary to support onos or fix some clipping issues, etc. I think it would be best that you stay true to the original Nancy.
Nancy was not perfect, but I think I speak for the majority when I say we dont want perfect, we want Nancy. Noobs should have to learn the vents the hard way just like everyone else. The vent system was one of the things I loved about Nancy. Please don't change it.
</ rant off>
(2) Nancy was not perfect, but I think I speak for the majority when I say we dont want perfect, we want Nancy. Noobs should have to learn the vents the hard way just like everyone else. The vent system was one of the things I loved about Nancy. Please don't change it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
(1) Actually, I think their logic would be more along the lines of "Let's say this vent goes to the engine room" or "okay, this one goes to the subspace interface" - it's not a silly idea.
(2) Oh don't be so elitist. It's likely Lazer & co (and probably DD) want the map to be user-friendly - I think the vents on Nancy were a bugger to learn, and it's great that they're thinking of making them easier to use. Also, I think that actually the majority would recognise that this is a great opportunity to make a few changes to what was in all honesty a flawed map.
Now for the important stuff:
-I was doing some lighting tweaks for an updated rad file since there were many places in the map where it used lights that DarkATi never needed to worry about since he hadn't seen them yet.
-Both hives have now been added to the level and I managed to cut down the amount of textures used just enough to fit the limit again. (there was a lot of similar infestation textures etc...)
-I'm about to add the hallways that connect cargo, auxilliary command, and subspace together.
-I'm glad to hear about the vents WolfWings. When you finish them up just send them over and I'll add them in before I send the near finished source.
-I would like to just point out something I don't want to see added, and that is slope null brushes infront things like the enterance to sub-tunnel. that just makes it a little TOO easy to get around and just seems like a waste of polies. I like the work you did with the nulls on the ceiling though. It helps skulking a lot.
The multiple points of view, different opinions and the experience of working together on this could be a nice starting block for creating "teh bestist map evar". <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And markings in the vent to indicate nearby hives? Who made these markings? Did the engineers put these markings in the vents when USS Nancy was still in the shipyard? "Sam, I want you to put signs that say "Potential hive spot nearby" in all the vents just in case aliens take over the ship and get lost; poor little aliens... It doesn't make any sense. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The 'new vent layout' is actually all the old vents with random spots where they'd suddenly 'shrink' down to one skulk wide then two feet later be two skulk wide again being smoothed out to always being two skulks wide, hon. Nothing more. Aside from one area that had very fscked-up brush geometry for no apparent reason, I haven't 'changed' the layout of Nancy's vents, only made it more consistant.
My 'idea for a change' was seperate, and not something I've done yet, or even done more than talked about my reasons for thinking of. It's not implemented, nor would it be without testing how it affects the map. The ONLY change to the vents besides normalization to one consistant size I've been mentioning is possibly trying when we test the level was a single extra vent added to link the two vent systems, to remove the importance and power of Mother Hive from using the vents.
And by 'markings' I meant things like lighting changes. More likely, I'll just adjust the 'zone brushes' into the vents themselves, so you know what area you're close to. =^.^= No visible markings, but the 'Where am I?' indicator in the lower-left'll tell you anyways.
The last batch of areas I sent over I'd tried to reduce the texture-count as much as I could, using smaller textures and the like. =^.^= Hopefully it helped?
<!--QuoteBegin--Lazer+Sep 6 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-I'm about to add the hallways that connect cargo, auxilliary command, and subspace together.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sweet. :-) That was the one area I did NOT like when I attempted to re-brush it all manually. =^.^=
<!--QuoteBegin--Lazer+Sep 6 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-I'm glad to hear about the vents WolfWings. When you finish them up just send them over and I'll add them in before I send the near finished source.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Easier for me to add them to the finished map, as I'm seperating them out into a two-step operation to merge them in and adjust them once I get the actual map file, if you don't mind?
<!--QuoteBegin--Lazer+Sep 6 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 6 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-I would like to just point out something I don't want to see added, and that is slope null brushes infront things like the enterance to sub-tunnel. that just makes it a little TOO easy to get around and just seems like a waste of polies. I like the work you did with the nulls on the ceiling though. It helps skulking a lot.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Which slope brushes are those? I don't remember adding any to the Subspace Array Interface entrance, or do you mean the slipping around the vent entrance in Mother Interface instead of making lips on the vent itself? Again, more specifics so I understand more clearly.
I was talking about at the end of sub-tunnel. There was a 24 unit high ledge and you put a sloping null brush right up to it. It's a nice idea, but I think the player should be required to jump in situations like that.
Um... =O.o= Can we lower the doors edge down to 18 units then at least? I'd have lowered it myself, but since that's the 'join point' for my section to the next one, I kept the brushwork unit-exactly-the-same so it wouldn't interfere with your existing stuff when I sent it in. The sloping brush was somewhat of the 'best fix I can do' at the time. =^.^=
EDIT: Ya I did lower it.
EDIT: Ya I did lower it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Simple. It's a DOORWAY. =^.^= If it wasn't a doorway, verifiable because of the smashed-out door sitting just inside, I'd be okay with jumping over. But by definition, you walk through a doorway. :-)
Makes it harder for someone to sneak up with our 'dirty laundry' when we hang it out on the line to dry outselves, too. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Makes it harder for someone to sneak up with our 'dirty laundry' when we hang it out on the line to dry outselves, too. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agreed
Yes, ns_sandman, my map needs me.
Anyway, I was out of town this weekend, just wanted to know what went dowqn and stuff, how the map is coming along. If you'll send me the mostly done.map file I'll light it up accurately for you also, Lazer.
~ DarkATi
They're also a reason for getting an over-powered power supply that can stand the load. Then again, I'm one to speak. I have a dual-CPU rig that I had to upgrade the power supply to nearly 500 watts when I was testing an ATI Radeon video card. =^.^= Let's just say I don't see needing a space-heater this winter. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I agree with WolfWings. If it's a doorway, make sure everyone can walk right through it. If it's a hole in a wall, an annoying lip is permissible.
I agree with WolfWings. If it's a doorway, make sure everyone can walk right through it. If it's a hole in a wall, an annoying lip is permissible. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
In this case, the semi-flaming of DarkATi and Lazer is rather unrequired. As Lazer mentioned, he DID lower the brushwork. I agreed with him though, I didn't want to put the little 'slope' there, as running through with a fast class, like a Fade blinking, or a Skulk with Celerity, resulted in 'catapulting' you through the doorway and quite high into the air, because of the ramp effect.
I only left the door 'raised' like I did because lowering it would change the brushwork at one of my 'seams' with the rest of the project, something I wasn't allowed to do, only Lazer could make that sort of modification, as otherwise ou<span style='color:yellow'>r</span> independant sections wouldn't align with each others.
And as DarkATi explained then Edited Out, he has a beefy PSU, it turned out to be most likely the video card itself was flaky, or the power connector to let him have a floppy-drive AND the video card was flaky. There is one other alternative though, some PSUs don't put out very much on the 'floppy drive' connector, if it's a seperate connector from the rest of the bundle, so it might still be a PSU issue. =^.^=
<span style='color:yellow'>Edited: Corrected a typo.</span>
I am also one of those who cant wait to get to play nancy again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Just wanting to get things rolling, I keep getting poked at on servers when I play now, people asking how the map's going. =^.^=
Just wanting to get things rolling, I keep getting poked at on servers when I play now, people asking how the map's going. =^.^= <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I have no idea. Only Lazer knows to my knowledge.
Lazer...?
P.S. I liked your old avatar better WWs, or maybe I was just used to it.
~ DarkATi