Ns_hulk - My Vision Of Spaceship

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Comments

  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    That is one nice map there

    Stray thoughts that would make the map more interesting:
    Make the dropship bay able to depressurize and suck everything (including dropship and occupants) out into space
    Make there be another way around dropship bay like welding something like a 'containment field' generator

    That way aliens can bust open the dropship bay and stall the marines, not to mention it would be funny to just watch 6 ha's walk into dropship bay, drop a phase, and get sucked out... phase, sucked out, phase, sucked out... ok ya stupid idea <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    so, it looks really good, i personally think that this map is going to be one of the best looking ever made.

    How's the layout comming, since everyting else is looking fabeulous.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Sorry I dont have better layout picture. Is most actual.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    Rendy, I don't get it: is this ns_hulk, or did ye rename it to ns_cerebus (or something like that)?

    'coz they both have dropships n' stuff... you know... stuff... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Map name is ns_hulk. The ship where the level is situated is called UCC Cerebeus <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I was thinking about rename the map, but ns_hulk is easlier to rememeber <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    Hmmm. I think you should use a model for the drop ship.
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    I wanna be able to map *cries*

    Awesome work on the new MS rendy, keep it up
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--QuoteBegin--Daza400+Dec 22 2003, 10:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daza400 @ Dec 22 2003, 10:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmmm. I think you should use a model for the drop ship. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Marines are spawned indside the dropship <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    im loveing the layout man, keep it up
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    Amazing, simply Amazing... GAH! I CAN'T EVEN MAP! I'M SO JELIOUS! WAHHH!! actually I have an idea for a map, but have no way to make it... and its out doors and is really big (Eg: currently 12+ Nodes, which I have found out is too many) <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> WAHHH! YOU TOO GOOD!
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Lol, w0rd...

    Welcome to the NS-org forums, for the first few weeks of your stay you might want this *hands Sheepe a anti flame suit*
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    *Takes Anit-Flaming Suit* Thanks, My idea is only a picture as for now, inspired by NS_Cydonia (My fav map that my sucky comp (366mhz P2) can't run. But so far ns_hulk looks amazing! specially the dropship (I like drop ships) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    <!--QuoteBegin--Rendy.[CZech]+Dec 22 2003, 02:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy.[CZech] @ Dec 22 2003, 02:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Daza400+Dec 22 2003, 10:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daza400 @ Dec 22 2003, 10:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmmm. I think you should use a model for the drop ship. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Marines are spawned indside the dropship <!--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-->
    yeah i know. But I could model the insides etc and all you have to do is use transparent brushes.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Lumberjack Wannabe+Dec 19 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lumberjack Wannabe @ Dec 19 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That... is... amazing... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ...!!! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Looks fantastic, I can't wait to see the finished product.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Nice job man, keep up the good work, stay up late for many nights in a row and finish it!!!

    /me hands Rendy a case of Jolt
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    I have bad feeling that I am not able to make final compile. I've got max_map_faces error. I was idiot, I started this big map and didn't know everything about maping and here is the result. Clipnodes almost full, faces limit exceeded and I didn't have 2nd and 3rd hive done <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> . Only hope I see in Cageys plane optimizer but I am not sure if helps. I think I will be forced to delete train and some other areas <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> or remake hulk to combat map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    (Not sure if this is correct ... I'm not as bright as most)
    How about making the Sub Divide and Node Size maximum values? I think that would help, I generally use 240 for sub-divide and 1024 for node size. I'm not sure on the maximum limit. Just a suggestion
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    1024 for node size is default. I'm now trying 2048 value, but nowhere is written if this helps.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    well...
    if it's any consolation: it'd definately make an original, tasty, atmospheric, and biiiga$$ CO map! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    edited December 2003
    Aw that sucks.... try and economize on some smaller things, deleting the train would be something like a last resort, but since that removes a large amount of what prevents you from compiling, delete the train and add some other feature that would add more atmosphere.

    Also, changing it from a full blown controllable train to something like a elevator would be better. Horizontal tube car that starts slow then goes really fast... lol get clipped out of the elevator... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    [edit] I know absolutely nothing about mapping but I think that elevators take less resources than a train [/edit]
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    I have nothing bad to say about this map. It's super awsome. I... mu... I can't even describe how awsome it is. This is definantley one of the best maps I've seen for NS.

    You've done an incredible job on this one!
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited December 2003
    I will do my best to finish my map. I probably delete AI core, It was the worsiest piece. It will be very easy to abanddon the map, but 4 months of work are 4 months of work :o)
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    that's right, man!
    'sides, you've flirted with us with this map a LOT! t'would be a shame if it doesn't go nowhere... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    don't be a quitter, be a <i>sinner</i>! O_o

    come on, take a breather on these holidays, then return to it... no need to dump it... it's there... give it time... give <i>yourself</i> time...


    <span style='font-size:8pt;line-height:100%'>hmmmm... maybe I should start dedicating mysefl to being a personal mapper psyche counselor...</span>
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited December 2003
    Strange, very strange. I've made an investigation <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> like Sherlock Holmes <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->

    I've splitted map in smaller pieces and compile them each alone. I've counted all faces together and I've got this value 28 844 and I think the limit is 64 000. If I want compile everything together, the BSP will crash. I'm using p12 compilers. I try to ask Cagey...
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    it's good but it's all in the textures.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    HLBSP.exe crashing is a known bug that is, I think, no fault of the mapper. XP-Cagey had a thread a little while ago asking people who had experienced HLBSP crashing to send him information so he can fix the bug.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <span style='font-size:21pt;line-height:100%'>The map is abandoned</span>

    There is no way how to finish it. I will use some of ideas from ns_hulk in my next maps.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--QuoteBegin--Rendy.[CZech]+Jan 5 2004, 01:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy.[CZech] @ Jan 5 2004, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='font-size:21pt;line-height:100%'>The map is abandoned</span>

    There is no way how to finish it. I will use some of ideas from ns_hulk in my next maps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's too bad, NS_Hulk had a lot going for it. I look forward to seeing parts of it revisited in future projects.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    edited January 2004
    urm, just how big is this thing? last i saw it wasnt THAT big, are you using null on your outer textures (just a question not saying your stupid or anything) and good god, if you could somehow get it on hl2 i would love to see it!

    EDIT:
    BTW, have you tried using hint brushes, this may just save your map, because it may reduce the ammount of times vis has to split up areas, which could help (or i could just be completely raving and losing my mind which is completely possible, could someone who has more knowledge of the compile process verify this?)
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