Ns_moria, Beta 1.0

venomusvenomus Join Date: 2002-11-16 Member: 8951Members
edited September 2007 in Mapping Forum
<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>:
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