Ns_moria, Beta 1.0
venomus
Join Date: 2002-11-16 Member: 8951Members
<div class="IPBDescription">Screenshots + download</div>EDIT: 4 years later I'm updating the download links for anyone interested, see attached.
A huge underground mining complex, quite different in stye from mineshaft or origin, a lot more comparable to bast.
This map is in beta status and has more than a few problems:
- The map was compiled using -cliptype smallest, and this wreaks havoc in areas of complex geometry (eg: rocky areas). Some parts of the map are pretty frustrating to get around as a skulk. Reducing the clipnode count so it can be compiled -cliptype precise is a priority.
- This is related to above, one of the main methods I used in reducing clipnode counts was to put loads of clipbrushes around the place. The bad news is, skulks cannot climb on clip brushes, so if you find you cannot climb on things like gratings, this is why. I think this problem would be solvable with a compile tool modification.
- Func_seethroughs, filler brushes etc for commander mode have not been added yet.
- R_speeds.
- Entity counts.
- Some areas make heavy use of particles. It was fine for me, but maybe it could cause slowdowns on other systems.
...as well as minor mistakes where I accidentally left the null texture on walls, etc.
Anyway, on to the pics...
Layout, as posted in <a href="http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=45972" target="_blank">this thread</a>:
A huge underground mining complex, quite different in stye from mineshaft or origin, a lot more comparable to bast.
This map is in beta status and has more than a few problems:
- The map was compiled using -cliptype smallest, and this wreaks havoc in areas of complex geometry (eg: rocky areas). Some parts of the map are pretty frustrating to get around as a skulk. Reducing the clipnode count so it can be compiled -cliptype precise is a priority.
- This is related to above, one of the main methods I used in reducing clipnode counts was to put loads of clipbrushes around the place. The bad news is, skulks cannot climb on clip brushes, so if you find you cannot climb on things like gratings, this is why. I think this problem would be solvable with a compile tool modification.
- Func_seethroughs, filler brushes etc for commander mode have not been added yet.
- R_speeds.
- Entity counts.
- Some areas make heavy use of particles. It was fine for me, but maybe it could cause slowdowns on other systems.
...as well as minor mistakes where I accidentally left the null texture on walls, etc.
Anyway, on to the pics...
Layout, as posted in <a href="http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=45972" target="_blank">this thread</a>:
Comments
But fix that lava up, it's fugly as hell...
Maybe add a bit of interactivity and make the bridge a weldable. When the marines weld it, it drops down from above, or something like that...
Looking good though.
<i>Althought the fourth from end pic, is that cliff walls either side? If so need to give them more ship..manipulate that rock Cos its looking unrealistic.</i>
Hmm, not sure what you mean. They are meant to be rock walls which have been cut back with a machine.
That is all!
i do agree that the lava is fugly but im sure you already knew that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
got a few issues with some parts though.
The fog in the hives: looks great (or as great as can be managed by the HL engine) but i think it's moving too fast... it should be much slower so it looks like its just sitting there and drifting as opposed to being blown by some unseen wind.
Theres another Hall Of Mirrors I'vefound, I'll get a screenie shortly.
The borehole area is going to be a nightmare for marines, since most of it is obscured by the upper level.
also, there didnt seem to be a trigger_hurt at the bottom of the borehole shaft, and it's almost impossible to get out of the hole as a skulk (without leap)
In the smelter, the two big pipes across the roof obscure the commander view quite a lot (not enough that you cant place the rt, but it would make maintaining a base, or assisting marines in combat difficult in that area.
The burnt out res nozzle looks odd with the black smoke... sparks would be better i think.
<b>EDIT: </b> Major issue that slipped my mind... the skulk/ladder bug seems to be rampant on your map. ordinarily not a problem, but you have some long ladders without nearby surfaces to climb, so it makes it difficult to pursue a fleeing marine.
all that said, It's a really cool map, good for big games, and I can imagine marine players getting very paranoid in the dark, creepy corridors.
Yes, I mentioned this map had a few minor, easily fixed problems (like the overlooked null texture) and a lot of major, hard to fix problems <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'll <i>try</i> and release a new compile within 24 hours, which hopefully will address some of the easily-fixed stuff. However, soon after that I will be away, and may not get the chance to map/compile/release new stuff for a while. So things like the ladder evileness are not gonna go away soon <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .
But anyway, if you still think this map will be fun to play as it stands, and you are willing to playtest it or run it a few times on your server, please do so. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Balance feedback is good <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->