Dun worry, just feed them 3 brains a day and they'll be your best friends for life! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Hehe, care to work on a co-op project? I think I am STARTING to figure this thing out... I understand stuff once I do it ^-^ but I'm bad at figuring some of this out on my own... tis not very forgiving is she cap'n?
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I'm now going to try the suggestion you made... les hope she holds together!
Start sending it to Flayra -he can better say yay or nay <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
(Once at least 75% ready <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<b>Tails:</b> At 35% it's not yet in playtest phase so 75% or more is the better percentage indeed
<b>Clashen:</b> I already have one little texture ( 16*16 pixels <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) as the animated cursor which can be used with all screens which need one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
This stuff is simply amazing! I love everything about it, the steam/fog pics from way before were uber, the Ion should be blue imo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Oh and for the Mess Hall, are you going to have half eaten food on the table or were the original crew members not taken by surprise? Cuz that'll be freakin cool!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2004
nah not a cheeseblock that would be a cheesy ripoff <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> but some stuff left behind is fine and probably going to happen.
r_speeds reach at the worst part 840 :/ so I have to rebuild a small part to counter it...
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
ION cannon revission (green ION to blue, since it's the way they actually are <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2004
<a href='http://cc159464-a.hooge1.gr.home.nl/home.asp?page=pages/home.asp&topstyle=topdefault' target='_blank'>Click</a> to go to my site for a collection of <b>final</b> and <b>preview</b> screenshots
First of all i must say that this map is by far the most detailed, best-looking map I have ever seen. Only one problem I have noticed with most of the screen shots, it seems you have not thought about the onos. There are so many crates, half-open doors, and other things that I dont know how an onos would navigate around the map.
Good job so far, and keep up the good work. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> !
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
The hallways are the transport highways inside Achio: weapons, pieces of large hardware, loading equipment are able to move around the ship. And there are going to be some nice chokepoints for the Onos.
If your refering to the hallway with all the stacked crates <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> don't worry the onos can move trough that corridor without a problem...
<span style='color:gray'>A m8 of mine who already had the privilege to walk arround in achio (yes he has an alpha version of the map) mentioned that he felt puny as a skulk. I think I have to put some loading equipment in the hallways so you know why you are puny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--></span>
Mess hall and its exterior is rather.....bland....I'd at least expect a bar, perhaps, or maybe drink machines, a few posters or something...
One thing that bugs me, in the mess hall shots and especially in the shot of the exterior of the ship, is that the same metal-panel texture comes up again and again, no variation. Too bad the HL engine doesn't let you have map-specific decals <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
But I *do* like the skylights and beam structure on the roof of mess. Keep it up!
[edit] One more thing; it looks like mess hall would be *the* nade-spam Room of Death... [/edit]
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
I promised screenshots so I posted "preview" screenshots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> . meaning this is the basic look of the room, there are going to be chairs, food leftovers and ofcourse a bar...
But first I have to move some things (hallways/doors) arround so I can crank up the detail in the mess hall (r_speeds are 840 looking from the ION cannon towards the messhall). Inside mess hall its arround 400 r_speeds so if I fix this little problem the detail is going to be increased to something like 650 r_speeds.
About the nadespam <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . I think all rooms created by any mapper in similar size as this room are deadly during nade spam. I'm going to counter this with more exits and the high ceiling should help are friendly neighbourhood skulk to...
<b>In short:</b>
all screens from now on with preview in it are <b>WIP</b>, but feedback is always welcome I can overlook stuff to.
From this moment on I'm going to build towards a playtestable beta test(MS other 2 hives +hallways towards them) , since I'm tired of this alpha test phase <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . Whish me luck and I shall return with the goodies
<!--QuoteBegin-Kouji San+Apr 5 2004, 03:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Apr 5 2004, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> From this moment on I'm going to build towards a playtestable beta test(MS other 2 hives +hallways towards them) , since I'm tired of this alpha test phase <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . Whish me luck and I shall return with the goodies <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hell with the luck, I want my goodies NOW!! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
If this particular hallway is close enough to hives/infestation to warrant it, I'd put a layer of water under the walkway. It seems like a logical place for water to collect. Of course, you should leave it at least semi-transparent, because I *do* like the architectural detail you put there, making the floor rounded with some walkway-supporting rods rather than a plain flat floor.
[edit] And any vents? Or are you the kind of mapper that likes to put in vents afterwards? (dunno, personal preference) If you're thinking of putting in vents already, take a look at co_futile. Now *those* are the kind of vents I want to see! [/edit]
New shots look great <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Or how about a BSP to run around in? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I thought I already posted in here but I didnt, so Ill say it here:
Holy. Living. ****.
Kouji, this is going to be one sexy sexy map when it done. And I just read the backstory and nice work man. Im looking forward to this moreso than beta 4.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2004
Well I'm at school at the moment so I can't get you screens... However I can give a progress report...
<b>Tweaking old section:</b><ul><li>Fixed the siege location behind weldable door (broken hallway): In commander mode I was having trouble placing structures or even seeing into the siege room.</li><li>The hole behind the hive in the wall is now more realistic looking, not a rectangle like it was before.</li><li>Experimenting with invisible func_ilusionaries to create some realistic looking shadows which I think should look good and give the skulks nice ambush locations</li><li>Added an extra flooded maintenance corridor towards the starboard generator hive. Now marines can try to escape half-way trough the hallway when encountering serious resistance in stead of swimming back.</li></ul><b>New section:</b><ul><li>Messhall final lighting in progress, finally got the light casted into the room by the sun right.</li><li>working on medlab, crewquarters, water clensing.</li><li>working on port engine and port ion cannon.</li></ul><b>Some weird new bug i've detected:</b> With everything in the compile set to final compile (I always compile that way <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ). the hive in starboard generator is somehow pitch black, no light casted on it at all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->. I have tried moving it, deleting it and creating a brand new entity, but it refuses to be lit and stays pitchblack in a fully lit room...
Any ideas on this?
<b><span style='color:purple'>[edit]nm don't post replies here please I'll open up a topic in help forum...</span></b>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2004
Ah well because of the bump I'll give some info:
There is no breaking news at the moment since school and all was kind of hectic the last weeks. I did manage to fix the pitchblack hive so thats no longer haunting me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Since I have an one week holiday I can finally get some work done on the map (betatest sometime during the next week)
Comments
Dun worry, just feed them 3 brains a day and they'll be your best friends for life! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Hehe, care to work on a co-op project? I think I am STARTING to figure this thing out... I understand stuff once I do it ^-^ but I'm bad at figuring some of this out on my own... tis not very forgiving is she cap'n?
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I'm now going to try the suggestion you made... les hope she holds together!
(Once at least 75% ready <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
At 35% it's not yet in playtest phase so 75% or more is the better percentage indeed
<b>Clashen:</b>
I already have one little texture ( 16*16 pixels <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) as the animated cursor which can be used with all screens which need one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Add the giant cheese block!
r_speeds reach at the worst part 840 :/ so I have to rebuild a small part to counter it...
Good job so far, and keep up the good work. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> !
If your refering to the hallway with all the stacked crates <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> don't worry the onos can move trough that corridor without a problem...
<span style='color:gray'>A m8 of mine who already had the privilege to walk arround in achio (yes he has an alpha version of the map) mentioned that he felt puny as a skulk. I think I have to put some loading equipment in the hallways so you know why you are puny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--></span>
woah...
simply......
woah.
Mess hall and its exterior is rather.....bland....I'd at least expect a bar, perhaps, or maybe drink machines, a few posters or something...
One thing that bugs me, in the mess hall shots and especially in the shot of the exterior of the ship, is that the same metal-panel texture comes up again and again, no variation. Too bad the HL engine doesn't let you have map-specific decals <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
But I *do* like the skylights and beam structure on the roof of mess. Keep it up!
[edit]
One more thing; it looks like mess hall would be *the* nade-spam Room of Death...
[/edit]
But first I have to move some things (hallways/doors) arround so I can crank up the detail in the mess hall (r_speeds are 840 looking from the ION cannon towards the messhall).
Inside mess hall its arround 400 r_speeds so if I fix this little problem the detail is going to be increased to something like 650 r_speeds.
About the nadespam <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . I think all rooms created by any mapper in similar size as this room are deadly during nade spam. I'm going to counter this with more exits and the high ceiling should help are friendly neighbourhood skulk to...
<b>In short:</b>
all screens from now on with preview in it are <b>WIP</b>, but feedback is always welcome I can overlook stuff to.
From this moment on I'm going to build towards a playtestable beta test(MS other 2 hives +hallways towards them) , since I'm tired of this alpha test phase <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . Whish me luck and I shall return with the goodies
Hell with the luck, I want my goodies NOW!! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Will be seriously cool when we actually get to run around. Looking forward to admiring some of your seriously-cool corridors!
If this particular hallway is close enough to hives/infestation to warrant it, I'd put a layer of water under the walkway. It seems like a logical place for water to collect. Of course, you should leave it at least semi-transparent, because I *do* like the architectural detail you put there, making the floor rounded with some walkway-supporting rods rather than a plain flat floor.
[edit]
And any vents? Or are you the kind of mapper that likes to put in vents afterwards? (dunno, personal preference)
If you're thinking of putting in vents already, take a look at co_futile. Now *those* are the kind of vents I want to see!
[/edit]
I really like the New Ion cannon. (Blue > Green)
The mess hall seems a bit open. I don't know how tall those tables are, though. Maybe have the centre table overturned?
a.k.a. *bump*
a.k.a. MORE SCREENIES DAMMIT
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Holy. Living. ****.
Kouji, this is going to be one sexy sexy map when it done. And I just read the backstory and nice work man. Im looking forward to this moreso than beta 4.
<b>Tweaking old section:</b><ul><li>Fixed the siege location behind weldable door (broken hallway):
In commander mode I was having trouble placing structures or even seeing into the siege room.</li><li>The hole behind the hive in the wall is now more realistic looking, not a rectangle like it was before.</li><li>Experimenting with invisible func_ilusionaries to create some realistic looking shadows which I think should look good and give the skulks nice ambush locations</li><li>Added an extra flooded maintenance corridor towards the starboard generator hive. Now marines can try to escape half-way trough the hallway when encountering serious resistance in stead of swimming back.</li></ul><b>New section:</b><ul><li>Messhall final lighting in progress, finally got the light casted into the room by the sun right.</li><li>working on medlab, crewquarters, water clensing.</li><li>working on port engine and port ion cannon.</li></ul><b>Some weird new bug i've detected:</b>
With everything in the compile set to final compile (I always compile that way <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ). the hive in starboard generator is somehow pitch black, no light casted on it at all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->. I have tried moving it, deleting it and creating a brand new entity, but it refuses to be lit and stays pitchblack in a fully lit room...
Any ideas on this?
<b><span style='color:purple'>[edit]nm don't post replies here please I'll open up a topic in help forum...</span></b>
There is no breaking news at the moment since school and all was kind of hectic the last weeks. I did manage to fix the pitchblack hive so thats no longer haunting me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Since I have an one week holiday I can finally get some work done on the map (betatest sometime during the next week)