<!--QuoteBegin-chrono5454+May 24 2004, 06:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 24 2004, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> seconed since there are breakable things in your map i suggest you make it so those things respawn after a set time so we can keep breaking them over and over <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This could be done, yes, but I don't really see it being necessary.
You'd need a func_button and an env_shooter for every breakable object, which might be too high of a price if he's low on entities.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
Had to use notepad for this post to give you all the info or feedback on the ideas and suggestions made, also I would like to thank you all for this feedback and compliments <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
So here goes:<ul><li><b><span style='color:purple'>John Sheu:</span></b> Texture on the bulkheads as you call them. I am thinking of revising the used texture, as soon as I find a fitting texture for it. </li><li><b><span style='color:purple'>Chrono:</span></b> Respawnable rebreakable breakables. The interactivity lies in other map elements, and I dont want to do something with this idea. Just imagin this: A skulk is skulking its way across a ceiling towards a vent which has been broken before in the round. This all while he's underfire. It would be darn annoying that his escape route suddenly respawns...
Second idea about the puddle and dripping water. Look closely in the preview screenshots, you can see a drop of water only thing I need to add is the puddle <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> </li><li><b><span style='color:purple'>Panaka:</span></b> The sky wil maybe be revised the map has priority at the moment. </li><li><b><span style='color:purple'>Naigel:</span></b> The texture is aligned properly, its just the angle of the shot. The side texture is probably going to change as I mentioned to John, never realy got to it since I never realy though of that. To much other things to build in the map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Older screenshot with the pilars, look at the bottom. See that it is not a straight pilar but shaped like this /--------\: <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio23.jpg' border='0' alt='user posted image' /> </li><li><b><span style='color:purple'>A|IEN:</span></b> Post screenshots on the forum and me along with other mappers will give you feedback, to make your map better always keep in mind that this feedback is just as important as you own views on your map just balance them out and pick the best ideas </li><li><b><span style='color:purple'>kolokol:</span></b> I'll keep that in mind for the elevator. </li><li><b><span style='color:purple'>ShdwStal:</span></b> at the moment I'm at 188 entities so I have a little room to spare, but they probably won't be used for the respawnable rebreakable breakables since I to don't realy see it's realism purpose.</li></ul>
ya i noticed that white thing i thought it was kinda glitchy but thats what gave me the idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Kouji San+May 24 2004, 04:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 24 2004, 04:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [*]<b><span style='color:purple'>A|IEN:</span></b> Post screenshots on the forum and me along with other mappers will give you feedback, to make your map better always keep in mind that this feedback is just as important as you own views on your map just balance them out and pick the best ideas
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I posted it already, Its <a href='http://www.unknownworlds.com/forums/index.php?showtopic=71188' target='_blank'>ns-circulation</a>
I am anticipating this map greatly, following its every update. I think its the fact that it has such a defined story to it that really matters, a story which is directly evidenced throughout the map itself. And that the layout is being modeled after a full layout of a logical spacecraft, with sections cut out via damage in order to create map balance. Everything is there for a reason in your map, and I find that awesome... I'm sure other people do too.
Oh, and the fact that everything LOOKS so nice is a bonus too. Kudos for the strangly angled wall supports. Those are weird, atmospheric, creepy, and just plain cool all at the same time.
The water in that flooded room looks awfully clear and clean though... given thought to dirtying it up a little? Some infestation on the glass, for instance, and color tinting in the water. Lighting too, but of course you'd already mentioned that the lighting isn't done so I have no fears in that regard.
Need any areas naming Kouji? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Ah now I see... looks a lot better now <!--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
<!--QuoteBegin-Fieari+May 25 2004, 08:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ May 25 2004, 08:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I am anticipating this map greatly, following its every update. I think its the fact that it has such a defined story to it that really matters, a story which is directly evidenced throughout the map itself. And that the layout is being modeled after a full layout of a logical spacecraft, with sections cut out via damage in order to create map balance. Everything is there for a reason in your map, and I find that awesome... I'm sure other people do too.
Oh, and the fact that everything LOOKS so nice is a bonus too. Kudos for the strangly angled wall supports. Those are weird, atmospheric, creepy, and just plain cool all at the same time.
The water in that flooded room looks awfully clear and clean though... given thought to dirtying it up a little? Some infestation on the glass, for instance, and color tinting in the water. Lighting too, but of course you'd already mentioned that the lighting isn't done so I have no fears in that regard. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> well it is a water cleasing system and this water is leaking from the cleansing unit. Its not the water from the asteroid (dirty brownish). And Im going for that aliens resurection water color idea, you know when they had to swimm that long part underwater? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Very nice. A hell of alot better than I could do lol. Ah well.. I'll just plod along with my map. I like the way youve got the screwed up door/ceiling. Very effective. Looks a little like an Onos just went on a rampage or something. Very well done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-h20+May 25 2004, 10:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (h20 @ May 25 2004, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> btw Kouji San-have you ever actually thought of getting this map to go official? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thinking about it isn't a crime is it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> On a serious note It would be very nice to see achio go official, but first I have to get it up to playtestable stage before I can even try to get it I guess <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
kouji if you ever need any map models or anything let me know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Oooh... if you're thinking about the alien ressurection scene (terrible movie, awesome scene) are you making the underwater passage a main route to get from one place to another? That's something that's never been done in any of the maps before... closest would be bast, where the underwater route is practically a secret, not really a main thoroughfair.
It'd be something quite interesting to behold... especially as aliens have an underwater advantage. 'Bout time terrain actually favored the aliens greatly in a useful spot. Usually the marines get all the loving with wide open spaces and long hallways.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
2/2 school project finished so time is back on my hand. somehting I made today since I was bored... WELL of to some gaming since I havent done that in a while to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
looking good there another suggestion i have is putting some crates or whatnot floating in the water i would suggest a dead body but you probably wont put it in if you want your map to become official
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
<b>chrono5454:</b> boxes are always nice, but I have something else in mind for the flooded area, also due to the layout I'm not sure where to place them or why they even should be there...
But if you want something floating in there, you'll get it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin--Ripzaw-+May 29 2004, 11:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Ripzaw- @ May 29 2004, 11:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tell me... How much would it cost me to get lessons of you? Hehe.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> 19.95? per brush/entity <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
well put something in the water <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> it looks kinda wierd o and if you need a playtester please let me know i can help out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
And if HL has physics for pushable things in water (they float dont they?) then it would be soo cool.
Just make it non solid s oit wont get in the way of anyones shooting <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-Daza400+Jun 2 2004, 03:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daza400 @ Jun 2 2004, 03:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like this map so much I well do models for it. Just pm me what you want and Ill make it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> same here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Kouji I'd suggest something to help break up that ceiling in those water processing areas - a simple change in height or an indented section would work well. Also, how about running a grated section in the floor with some pipes going through? Logically the water in that area has to get there/leave somehow, so adding pipes under the floor would be a nice touch along with some ambient sound and low-intensity lighting in there too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2004
Yep already got one pipe in there and somekind of cleaning thingy, but I'm not sure about the look of it as it is now, also r_speeds are not to my liking yet... the ceiling is dented at the moment but is still above water level. Good idea to put it below water level, It would look better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
about the model in the map, I'm still thinking of building them out of brushes but I'll maybe get back on that idea since the run-time entities are still within the 180 range
Nono - I meant in the room looking INTO the water tanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
How about a dead skulk body floating in there... I mean, its NS and thats no human body.. plus you could model it to animate going up and down, and also model the puffs of green blood seeping out of it into the water with a seethrough texture or what not..
Kouji, as to the reflection, remember to link the "reflected" door button with the "real" one; make sure that when the door button is used, the "reflected" one is updated as well.
[edit] ah well, doesn't look like that door is intended to be used anyways <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> [/edit]
Comments
This could be done, yes, but I don't really see it being necessary.
You'd need a func_button and an env_shooter for every breakable object, which might be too high of a price if he's low on entities.
So here goes:<ul><li><b><span style='color:purple'>John Sheu:</span></b>
Texture on the bulkheads as you call them. I am thinking of revising the used texture, as soon as I find a fitting texture for it.
</li><li><b><span style='color:purple'>Chrono:</span></b>
Respawnable rebreakable breakables. The interactivity lies in other map elements, and I dont want to do something with this idea.
Just imagin this:
A skulk is skulking its way across a ceiling towards a vent which has been broken before in the round. This all while he's underfire. It would be darn annoying that his escape route suddenly respawns...
Second idea about the puddle and dripping water. Look closely in the preview screenshots, you can see a drop of water only thing I need to add is the puddle <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
</li><li><b><span style='color:purple'>Panaka:</span></b>
The sky wil maybe be revised the map has priority at the moment.
</li><li><b><span style='color:purple'>Naigel:</span></b>
The texture is aligned properly, its just the angle of the shot. The side texture is probably going to change as I mentioned to John, never realy got to it since I never realy though of that. To much other things to build in the map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Older screenshot with the pilars, look at the bottom. See that it is not a straight pilar but shaped like this /--------\:
<img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio23.jpg' border='0' alt='user posted image' />
</li><li><b><span style='color:purple'>A|IEN:</span></b>
Post screenshots on the forum and me along with other mappers will give you feedback, to make your map better always keep in mind that this feedback is just as important as you own views on your map just balance them out and pick the best ideas
</li><li><b><span style='color:purple'>kolokol:</span></b>
I'll keep that in mind for the elevator.
</li><li><b><span style='color:purple'>ShdwStal:</span></b>
at the moment I'm at 188 entities so I have a little room to spare, but they probably won't be used for the respawnable rebreakable breakables since I to don't realy see it's realism purpose.</li></ul>
[*]<b><span style='color:purple'>A|IEN:</span></b>
Post screenshots on the forum and me along with other mappers will give you feedback, to make your map better always keep in mind that this feedback is just as important as you own views on your map just balance them out and pick the best ideas
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I posted it already, Its <a href='http://www.unknownworlds.com/forums/index.php?showtopic=71188' target='_blank'>ns-circulation</a>
Oh, and the fact that everything LOOKS so nice is a bonus too. Kudos for the strangly angled wall supports. Those are weird, atmospheric, creepy, and just plain cool all at the same time.
The water in that flooded room looks awfully clear and clean though... given thought to dirtying it up a little? Some infestation on the glass, for instance, and color tinting in the water. Lighting too, but of course you'd already mentioned that the lighting isn't done so I have no fears in that regard.
Oh, and the fact that everything LOOKS so nice is a bonus too. Kudos for the strangly angled wall supports. Those are weird, atmospheric, creepy, and just plain cool all at the same time.
The water in that flooded room looks awfully clear and clean though... given thought to dirtying it up a little? Some infestation on the glass, for instance, and color tinting in the water. Lighting too, but of course you'd already mentioned that the lighting isn't done so I have no fears in that regard. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
well it is a water cleasing system and this water is leaking from the cleansing unit. Its not the water from the asteroid (dirty brownish).
And Im going for that aliens resurection water color idea, you know when they had to swimm that long part underwater? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Thinking about it isn't a crime is it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> On a serious note It would be very nice to see achio go official, but first I have to get it up to playtestable stage before I can even try to get it I guess <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
It'd be something quite interesting to behold... especially as aliens have an underwater advantage. 'Bout time terrain actually favored the aliens greatly in a useful spot. Usually the marines get all the loving with wide open spaces and long hallways.
school project finished so time is back on my hand. somehting I made today since I was bored... WELL of to some gaming since I havent done that in a while to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
boxes are always nice, but I have something else in mind for the flooded area, also due to the layout I'm not sure where to place them or why they even should be there...
But if you want something floating in there, you'll get it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin--Ripzaw-+May 29 2004, 11:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Ripzaw- @ May 29 2004, 11:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tell me... How much would it cost me to get lessons of you? Hehe.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
19.95? per brush/entity <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
o and if you need a playtester please let me know i can help out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
then you would have the leetest map! haha
i bet with your skill u could actualy do that lol
And if HL has physics for pushable things in water (they float dont they?) then it would be soo cool.
Just make it non solid s oit wont get in the way of anyones shooting <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
same here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
the ceiling is dented at the moment but is still above water level. Good idea to put it below water level, It would look better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
about the model in the map, I'm still thinking of building them out of brushes but I'll maybe get back on that idea since the run-time entities are still within the 180 range
[edit]
ah well, doesn't look like that door is intended to be used anyways <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
[/edit]