aonomusDedicated NS Mastermind (no need for school)Join Date: 2003-11-26Member: 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-->
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_CZechLife is a KoanJoin Date: 2003-10-11Member: 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-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 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-->
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!
*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-->
<!--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.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 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-->
(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
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-->
aonomusDedicated NS Mastermind (no need for school)Join Date: 2003-11-26Member: 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]
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.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 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)
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_CZechLife is a KoanJoin Date: 2003-10-11Member: 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...
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.
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.
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?)
Comments
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-->
How's the layout comming, since everyting else is looking fabeulous.
'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-->
Awesome work on the new MS rendy, keep it up
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-->
Welcome to the NS-org forums, for the first few weeks of your stay you might want this *hands Sheepe a anti flame suit*
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.
...!!! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
/me hands Rendy a case of Jolt
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
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-->
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]
You've done an incredible job on this one!
'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>
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...
There is no way how to finish it. I will use some of ideas from ns_hulk in my next maps.
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.
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?)