Outdoor Map, Ns_bloodgultch
LoDwkeef
Join Date: 2003-10-08 Member: 21512Members
<div class="IPBDescription">A new outdoor map</div> Well, Im pretty much done with this map I have been creating. I just thought I should post this in case anyone in the comunity would like to see it or have me send it to them. I'm not sure how many outdoor maps there are out there so I created my own, pretty much it has just been a LAN map to play on. Its actually really fun if you get alot of people playing it, which is why It kinda sux for games with like 3 people or so on it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> . Anyway I just thought I'd post my screenies of it all so you people can go "OOH!! AHHH!! PRETTY!" or "WTH! POS! **** MAP!"
<span style='color:red'><b>I NOW HAVE A DOWNLOAD LINK AVAILABLE </b></span>
<a href='http://www.chromeangel.co.uk/nsworld/uploads/ns_Bloodgultch.zip' target='_blank'>http://www.chromeangel.co.uk/nsworld/uploa...Bloodgultch.zip</a>
BTW: for those of you who notice, I got the idea of this map from another map. HENCE the name, and yes I do realize that the name is even spelt wrong, I'm just too lazy to change it as of yet because I would have to change alot of other files also.
If anyone has a good name for it please let me know so that I can get rid of the current one since it might not give the right impression of what the map is and its just copying.
<span style='color:red'><b>I NOW HAVE A DOWNLOAD LINK AVAILABLE </b></span>
<a href='http://www.chromeangel.co.uk/nsworld/uploads/ns_Bloodgultch.zip' target='_blank'>http://www.chromeangel.co.uk/nsworld/uploa...Bloodgultch.zip</a>
BTW: for those of you who notice, I got the idea of this map from another map. HENCE the name, and yes I do realize that the name is even spelt wrong, I'm just too lazy to change it as of yet because I would have to change alot of other files also.
If anyone has a good name for it please let me know so that I can get rid of the current one since it might not give the right impression of what the map is and its just copying.
Comments
as you might despise this type of map for NS, well there arent many like it so dont bother ripping on why this type of map sux. I created it for variety, since there arent any maps like this. Now people can play an outdoor map like this if they ever get the whim for it at a LAN party or what naught. So please leave my post alone of scandalizing why outdoor maps suck.
The top edge of the outer rock walls is a flat line, this is ugly.
The only reccomendation is to work with the detail on the caves in pic 18. Alternatively if you play with the lighting you can soften the edges. You did a great job with the direct lighting in Marine start.
How is the r_speed suckage? If it is bad you might want to consider lowering the sky line a bit.
If you chop up the sky brush along the canyon walls you can get a nice jagged effect... something i was going to get to in one of my maps soon ... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Did you set up trigger_push to eliminate skywalking, or did you leave it as an equalizer.
Forget about what [LoDw]keef said... it wouldn't matter if you recreated Nigra falls he still wouldn't be happy =) Don't know why so many NS mappers are opposed to outdoor maps... they can just as easily be balanced as cramped indoor maps.
First it was: "you cant have MvM maps you will destroy NS", now it is "you cant have outdoor maps you will destroy NS"... LOL
BTW please post the DL link <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Uhh..keef IS the map maker.
(this is a good map made better, just so you dont take it the wrong way)
at least the vertex manipulate (or am I wrong?) ground in one of the last pics looks quite good.
and the straight line across the sky which the mountains now have does not look right to me, make it at least a little more realistic looking.
The rest of the map looks ok as for the skulk skywalking you can use a trigger push of 1 grid thick and let it push downwards with a speed of 1. This should prevent the skulk skywalking.
btw what are the overall and max r_speeds on that outdoor area?
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<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>Ns Outdoor Mapping Guidelines/rules</a> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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yeah i was thinking that, but i thought it might look kind of tacky so i refrained form doing it, but i guess i could awways give it a try.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Did you set up trigger_push to eliminate skywalking, or did you leave it as an equalizer.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and secondly because of all those skulk/skybox issues. ....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
dude i just put a block with "CLIP" texture on it and skulks cant walk on the sky.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->well it reminds me to much of half-life singleplayer. The map could use the ns textures :/
and the straight line across the sky which the mountains now have does not look right to me, make it at least a little more realistic looking.
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I had ns textures in there, but there arent any ns outdoor textures for me to untilize so when i mix the textures it looks REALLY ugly and doesnt mix worth crap.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->BTW please post the DL link <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
just PM me your email and ill send it too you, I think it would be a bit simpler overall for now.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->littele bit bit... blocky? *ducks*
at least the vertex manipulate (or am I wrong?) ground in one of the last pics looks quite good. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well, I kinda wanted blocky terrain, cause if you dont have flat surfaces you run into problems like they had with ns_origin origin hive, if its all uneven the commander spends 1/2 and hour looking 4 a place to build.
[EDIT]
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Did you set up trigger_push to eliminate skywalking, or did you leave it as an equalizer.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and secondly because of all those skulk/skybox issues. ....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
dude i just put a block with "CLIP" texture on it and skulks cant walk on the sky.
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oh, crap! I've been using regular ns and stuff for a while and "CLIP" textured brush works but it doesnt work in steam!! going to have to remedy that! lol
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but I also have the earlier sugjested idea of having trigger_push there so when a skulk tries climbing down and around they fall instead of being able to keep there mouse at a 45 degree angle and fight the push and walk on the sky.