Look ma, it's a map...
Merkaba
Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Ns_hera top-down view.</div>Just for fun, I set my commander view height to something ridiculously high. The result is quite interesting...take a look at what there is of ns_hera so far <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Comments
i cant wait to play it, and i think that this will be very helpful in planning map layouts...
OK, so it looks nice, but what're the r_speeds? <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
-Charlie
I've done everything imaginable to reduce the r_speeds, but it's still a problem. I would just simply remove detail to combat this, but I can't really do that in this level. The detail in SSNothing is not in the form of misc. objects like pipes, wires, and crates, etc... It's more in the actual structure of the entire thing. The walls for instance. They way they are built for detail in certain areas makes the wpoly skyrocket (well, rise anyway), and I can't just go about removing the wall. Nor am I really willing to simplify their design, lest I ruin the entire apspect which makes the level what it is.
It's actually quite hard to explain... hope you understand what I'm getting at. For example, if I were to make a certain wall section flat, rather than indent it, it would ruin the entire appeal of that area. Though it would really help out the wpoly.... Or if I removed some large hydraulic looking supports from another area, it would lower the wpoly, but diminish the visual appeal of the area. My detail is <i>in</i> the structure of the level, and I can't really go about removing it. It's just the way I design.
Anyway, what I am asking here is: Will there be a bit of leniency on the r_speed guidelines? Because like Greedo warned me before, it could be all for nothing if not.
Is it necissary to keep us in the dark about commander mode now the technical problems have been sorted?
Personally, I think it's funny seeing people wondering and and asking about the new commander mode. Wait for the surprise, and you won't be dissapointed.
Greedo, you are in the know about the new commander mode? I can't wait for it... sounds like it will be quite a suprise... hmm... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Now if that isn't gloating, what is?
"Look at you p-peons, begging and whining as you run towards my N-NSTR2"
--Scythe--
the_only_scythe@yahoo.co.uk
I'm not sure what this 'thick brush' talk is...the concept of a brush has no meaning once the map is compiled. You simply have map space and solid space - theres no 'solid space but not in a brush' or anything like that, because brushes don't <i>exist</i> once the map has been compiled.
Does the new commandermode deal with this? If not, what was the point in making a new one?
If your map seriously suffers, you can always revert back to the old commander mode as its backward compatible...but hopefully you won't have to do that. I wouldn't worry until you've tried it.
* Wipes brow *
Of course that makes sense to me now. You had me going for a while there Merkaba.