Out Door Maps
unreal-x
Join Date: 2004-06-13 Member: 29287Members
<div class="IPBDescription">wa do u think about it</div> <span style='color:orange'>I was thinking it woud be rilly cool to play in a out door map with long grass, trees, hills, stuff like that i think it woud be rirly cool wa u think? {it woud be like that sean form JP2 in the long grass with the raptors..lol}...wa im kinda asking is...A. woud that be posibal to make ? B.if so coud some one make it ?</span>
<span style='color:red'>just think about it skulks run therow the LG and rnins droping but rins cud put mines all in the LG and own the skulks. the lerks/rins hiding in trees.....there cud be caves to ....Wa u think </span>
<span style='color:green'>ps: i woud try to make it if i cud get my maps to rinder right </span>
<span style='color:red'>just think about it skulks run therow the LG and rnins droping but rins cud put mines all in the LG and own the skulks. the lerks/rins hiding in trees.....there cud be caves to ....Wa u think </span>
<span style='color:green'>ps: i woud try to make it if i cud get my maps to rinder right </span>
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also the birds and such would require tons of monster scripting for paths and such which would take away from the amount of entities you have to use making an official map.
for some examples, play some of the converted cs maps on ns and you will notice that even though the w_polys are usually in acceptable boundries, the e_polys are insane. on the ns armslab server i have recorded them going way over 250,000 in heavy combat situations making a high end system like mine slow to a crawl at around 9 - 13 fps, where usually i get a solid 100 fps in almost every indoor ns map.
if the hl engine had some of the rendering features that the quake 3 engine has, outdoor maps would be a breeze, because the farther away you look the less polygons quake 3 uses to render the map effectively reducing the amount of polygons the engine has to render. the biggest hit that makes outdoor maps in hl bad is that the engine is based on fps which makes everything rely on fps to work correctly, and if
agreed
agreed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Indeed.
<span style='color:red'>wa u thik?</span>
<span style='color:green'>it wuld be kewl if tehr are flying penises too!</span>
That being said, to create those sort of scenes is very hard and requires a lot of tricks and an excellent knowledge of how VIS works. Add into that how you'd stop things like jetpacks, lerks and skulks bouncing off the sky brush and you get yourself an interesting dilema. I still think though it'd very much be possible. For example you could create an outdoor scene but simply place it within the confines of a very large biodome. Alternatively some sort of laser fence or forcefield setup to prevent you flying off or simply creating an organic roof using things like infestation, rocks, trees or whatever.
If i had the time it's certainly something i'd experiment with. I feel that NS mapping could develop in so many more ways than it is but we'll only get there through experimentation. My plan with ns_forsaken was to open up a lot of doors in terms of style, location and design and to do things that hadn't previously been done with a NS map, more people need to experiment and play around with different concepts.
if he is a dumb mapper he will come to the conclusion, that its not possible to do it.
if he is a smart mapper he will come to the conclusion, that its not possible to do it.
and know what: I came to the conclusion, that its not possible to do it.
i agree.
For this and many other reasons, this thread is
<span style='color:red'>*DUMB*</span>
Oh. It's also
<span style='color:red'>*LOCKED*</span>