Co_schwarz
Kage
Join Date: 2002-11-01 Member: 2016Members
<div class="IPBDescription">Another map by Kage with a German name</div> I was considering submission for this one, but I'm not satisfied with it yet. I've only worked with it for about two weeks, and as a result of this, some parts of it are crude. There are also r_speed problems that would be easy to fix, but also time consuming. Anyways, I'll start with the minimap.
<img src='http://kage.ottergoose.net/schwarz_over.gif' border='0' alt='user posted image'>
Originally I planned for the bottom left to have a room like the upper right, but somewhere along the line I dropped that idea.
<img src='http://kage.ottergoose.net/co_schwarz0000.jpg' border='0' alt='user posted image'>
The hive room.
<img src='http://kage.ottergoose.net/co_schwarz0001.jpg' border='0' alt='user posted image'>
One of two halls leading from the hive.
<img src='http://kage.ottergoose.net/co_schwarz0002.jpg' border='0' alt='user posted image'>
Further down that hall. This is one of the higher wpoly areas.
<img src='http://kage.ottergoose.net/co_schwarz0003.jpg' border='0' alt='user posted image'>
Old version of a room set up for bad wpolys. The newer one is better at preventing the player from reaching a position that forces HL to render down both hallways- you can see a preview of it by looking at the minimap.
<img src='http://kage.ottergoose.net/co_schwarz0004.jpg' border='0' alt='user posted image'>
The marine start. It has some stuff that only the NS:C fgd supports, like armories and a couple of welders already there. Also has an easily fixable design error- the player can see too far down the hallway, thus the high amount of polies.
<img src='http://kage.ottergoose.net/co_schwarz0005.jpg' border='0' alt='user posted image'>
Hallway descending from the marine start.
<img src='http://kage.ottergoose.net/co_schwarz0006.jpg' border='0' alt='user posted image'>
Center room. The supports didn't turn out like I had hoped. The small panel on the far wall is a weldable with some goodies for the marines inside.
<img src='http://kage.ottergoose.net/co_schwarz0007.jpg' border='0' alt='user posted image'>
The last hallway. I had to use a hint brush to prevent some weird, far off renderings.
<img src='http://kage.ottergoose.net/co_schwarz0008.jpg' border='0' alt='user posted image'>
A view of the hive room from the hallway.
I'll have new pictures as soon as I can gamma correct and compress them.
<img src='http://kage.ottergoose.net/schwarz_over.gif' border='0' alt='user posted image'>
Originally I planned for the bottom left to have a room like the upper right, but somewhere along the line I dropped that idea.
<img src='http://kage.ottergoose.net/co_schwarz0000.jpg' border='0' alt='user posted image'>
The hive room.
<img src='http://kage.ottergoose.net/co_schwarz0001.jpg' border='0' alt='user posted image'>
One of two halls leading from the hive.
<img src='http://kage.ottergoose.net/co_schwarz0002.jpg' border='0' alt='user posted image'>
Further down that hall. This is one of the higher wpoly areas.
<img src='http://kage.ottergoose.net/co_schwarz0003.jpg' border='0' alt='user posted image'>
Old version of a room set up for bad wpolys. The newer one is better at preventing the player from reaching a position that forces HL to render down both hallways- you can see a preview of it by looking at the minimap.
<img src='http://kage.ottergoose.net/co_schwarz0004.jpg' border='0' alt='user posted image'>
The marine start. It has some stuff that only the NS:C fgd supports, like armories and a couple of welders already there. Also has an easily fixable design error- the player can see too far down the hallway, thus the high amount of polies.
<img src='http://kage.ottergoose.net/co_schwarz0005.jpg' border='0' alt='user posted image'>
Hallway descending from the marine start.
<img src='http://kage.ottergoose.net/co_schwarz0006.jpg' border='0' alt='user posted image'>
Center room. The supports didn't turn out like I had hoped. The small panel on the far wall is a weldable with some goodies for the marines inside.
<img src='http://kage.ottergoose.net/co_schwarz0007.jpg' border='0' alt='user posted image'>
The last hallway. I had to use a hint brush to prevent some weird, far off renderings.
<img src='http://kage.ottergoose.net/co_schwarz0008.jpg' border='0' alt='user posted image'>
A view of the hive room from the hallway.
I'll have new pictures as soon as I can gamma correct and compress them.
Comments
<img src='http://kage.ottergoose.net/co_schwarz0010.jpg' border='0' alt='user posted image'>
A bit more of the arched hallway.
<img src='http://kage.ottergoose.net/co_schwarz0011.jpg' border='0' alt='user posted image'>
This is the center room again. Shows what's actually in it.
<img src='http://kage.ottergoose.net/co_schwarz0015.jpg' border='0' alt='user posted image'>
The new upper right room.
but a dark/grey ladder would fit the situation more
sizing down the lights would also benifit the map...
other than that, perfect!
ND
ND <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
if you read up on the updated co_map .fgd you will see that not only does the marine team have a cc but an armory is accessible as well. So no the CC is required <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
PS: I hope theres a way for onos to get up or around that ramp. Also nice figure of 8 layout.
Despite these glitches it looks real cool. I like every map with a unique theme and architecture <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
From the name I thought it would look a bit like ns_pitchblack, but it is obviously a bit better lit.
<a href='http://kage.ottergoose.net/co_schwarz0003.jpg' target='_blank'>http://kage.ottergoose.net/co_schwarz0003.jpg</a>
maybe something inbetween the gaps to seperate the turnings, like a little strip light or something.
NerdIII: I named it 'schwarz' because I mainly used the wall_black texture set. I knew that people would have to suspect a completely dark map if I named it 'black'.
Thursday-: Which ramp? I'm going to add some bogey hives and do a run through with Onos to see how difficult moving around gets. Also, I originally planned for the things on the upper parts of the walls to be cut out and replaced with lights_round, but that resulted in too many floating points and vis errors.
coolCookiecooks: That's the old room. Does it look out of place in the new one?