Ns_horizon reloaded
CallMessiah
Join Date: 2002-06-24 Member: 813Members
<div class="IPBDescription">Sorry, no revolutions this time...</div>Okay, actually I was planning to drag my month old topic back up to post this new shot, but I was somehow suprised to find only six pages of "old" mapping forum posts, didn't look what changed when they brought the Forums back up.
So here it is a new topic. For all of you who still remember me, I took some time of, concerning myself with university and didn't post since the downtime of the Forums.
Actually, I came back with not much to show, but here is what I have.
This shot is from my so called "Rotating Hallway" because what you can't see on this picture is that the tube making up the walls rotates. By the way, this, as you may have guessed is far from final, just a shot along the way to prove that I'm still here (as if anybody cared).
So, comments away... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
So here it is a new topic. For all of you who still remember me, I took some time of, concerning myself with university and didn't post since the downtime of the Forums.
Actually, I came back with not much to show, but here is what I have.
This shot is from my so called "Rotating Hallway" because what you can't see on this picture is that the tube making up the walls rotates. By the way, this, as you may have guessed is far from final, just a shot along the way to prove that I'm still here (as if anybody cared).
So, comments away... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
Also, due to the prominent use of that texture for the walls of the tube, I might suggest looking for another texture for the actual walkway.
Is this area going to include trigger_hurts if you hit the rotating wall? Seems logical, though perhaps a little frustrating (especially to Lerks)... I'm undecided on whether it'd be a good idea.
I agree with Rhoads, some soloured lighing would look great in this shot, I suggest a few pools of colour here and there.
Nice job.
I will now add some colored lighting, probably red, unless I find out that it doesn't fit too well.
ABout those arcs, I don't quite know how I could put them into this, but I guess, I'll give it a try.
Concerning the rotating part, I was planning to make it completely unaccessable by placing clipnodes along the railing up to the ceiling, because when you touch a rotating entity it stops and I don't actually want that to happen...
Thanks for the comments, I'm working on it
0 128 255 <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
there ya go - change the <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> to ur brightness (1-200).
I also tried that electrical arc, but for one, I can't seem to find a decent sprite and then it doesn't look all that promising, maybe somewhere else... hm I have a plan...
Anyway, here's the pic
I think even more dramatic coloring would really help. I say go totally overboard with this part.
Hmm. I'm a little stumped as to how to make the whole "clipping" thing work right. The issue of flying Lerks makes clipping it to the ceiling kind of frustrating; they'll fly up, but not be able to dodge left to right at all. ):
Here are two possible ideas:
1) coat the whole thing with a trigger_hurt and make it look suitably deadly. Falling off that ledge - or overzealous flight - would be a bad idea.
2) (trickier) Coat the entire thing with a clip brush (or a func_nobuild, to prevent buildings from being dropped on it as well), just inside the rotating cylinder. Include a ladder back up to the platform at one end. For added realism, put a low-force func_push all the way around it to simulate walking on a moving surface. (:
Also... ever consider dividing the cylinder into multiple sections, rotating in opposite directions (or the same direction, but at different speeds)? (:
<!--EDIT|coil|Oct. 10 2002,17:46-->
BUT!
Try, just for fun, changing that blue clow to a dim red glow, and add some red spotlights shining down on that walkway, that'll help sex it up.
Also, coils idea for helping with the cylender sounds good, but if worse comes to worse, you could always make a big glass tube...
EDIT: OHH! OHH! Make a light framework around the walkway with func_breakabl planes of glass!
They shoot it out to fly around and such, but can easily tap the trigger_hurt 99999 <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.
Just before you posted that Legionnaired, I was done with those lights along the ceiling, funny...
Anyway, I'm not going to put glass into this hallway because I already have one like that in a different part of the map, the screens were lost during the outtage. Maybe you saw them, maybe you didn't, but they once were there.
Now, back to the clipping, I guess that idea with a second tube inside the rotating part sounds like the best solution. I will try this and place a trigger hurt on the lower part, because I think placing a push and a ladder is a little to much. People are just not supposed to be down there, so they kinda deserve to die.
And here comes the pic
EDIT: Forgot to say, I already thought about making them move against each other or one at slower pace, but I liked the unity to much. Maybe I'll try it anyway
*Skulk jumps on wall and rotates around /w the wall.*
*marine walks in*
Skulk: hi
Marine*while watching amused skulk rotate*: hi... um having fun there?
Skulk: *BITE*
Oh and Khaim, before I placed the clipnodes it actually was possible to do that as a skulk, I took a few rides around... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Just an idea dont know if it will look gud or not <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
What I wanted to say is, exactly what you said happened when I first tested it, but "We got it covered", to quote a famous PR guy.
[Janos], there are lights beneath the floor grating, blue lights that create the overall light.
put some more lights pointed on the walkway from the ceiling, or some little spots along the walkway,right on the sides
[Janos], I started out with white lights, but it looked rather bland as people pointed out.
XHydralisk, I thought about that once, but for one it would probably stop the tube again and then I'd have to add even more vents or alternative routes to this place from the sides, which don't really fit into the overall layout right now, I think. Maybe I'll try it when the map is done and I have nothign else to do.
Black Dog, you got a point about the skulks, but since this is a major route towars the last hive and basicly a bottleneck I don't think it will be too bad, when skulks aren't able to stick to this one wall. And believe me, it would look rather ridiculous seeing a skulk ride around and there aren't any dark corners to hide in anyway...
Maybe I will add red spotlights on the walkway, the only problem with the spotlights is that they shine through the floor and onto the tube, where they light only on place. This results in a red dot on one place of the tube going around all the time, I tried it.
Oh and, thanks Justin, guess I'll stick to keeping it darker from now on...
add a couple of spottlights to highlight that catwalk, if you know what i mean
Oh and yes, it from Event Horizon, but then I said that all along... just not in this thread. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Comments welcome and sorry for bringing this back from page two, but I figured that was better than starting a new topic.
There are no two units away spot lights, the ones shining on the floor are actually up where the lights are supposed to be, just with a small angle of 15 inner and 20 outer rim, and the red lights are generated by lights placed directly in front of the wall.
Rhoads, you're right about the brightness on the lower walls, guess I'll have to find a way to light those without increasing the red though, I don't want it to red. I want to keep the ceiling as dark as possible for any hiding aliens as this is really close to a hive.
Which brings me to you *Dread*: I already have steam in the directly adjoining rotating hallway, but I will add some pipes along the ceiling and quite a bit of steam and see how it turns out... What I won't do for now is add any more vents because the layout is completely done and besides providing an ambush spot I can't see the vents adding to the overall flow. Then again I can't say until I playtested it.
There won't be more hallways than those allready planed because I prefer to stick to rooms which serve a purpose. ( To tell you the truth, I'd prefer to make a map with only hallways because they look better and are easier to map, but they rarely serve a purpose, especially on a cramped spaceship)
Concerning texturelights... I used those on most places in my map, but I found out the entity based lighting looks better most of the time and compiles a lot faster, so I wanted to try and get away from too much texlighting.
Thanks for the replies, I welcome them and any following. More pics later...