Ns_flint07

MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
edited September 2004 in Mapping Forum
<div class="IPBDescription">First Release Candidate</div> I just finished a 30+ hour compile and I am very pleased to see all the important elements work right(well almost all of them). I feel it's ready to have the public have at it now. There are some small issues floating around that didn't warrant another 30+ hour compile so here is the first public version of the map.

<span style='color:coral'>ns_flint07.zip</span>: <span style='color:darkgray'>2.06mb</span>
<b><span style='font-size:8pt;line-height:100%'><a href='http://ns-flint.notlong.com' target='_blank'>DOWNLOAD</a></span></b>
<span style='color:red'>File updated with the map's wad file</span>

<img src='http://members.cox.net/flaming.june/flint/ns_flint0701B.png' border='0' alt='user posted image' /><img src='http://members.cox.net/flaming.june/flint/ns_flint0702B.png' border='0' alt='user posted image' /><img src='http://members.cox.net/flaming.june/flint/ns_flint0703B.png' border='0' alt='user posted image' />

Comments

  • samejimasamejima Join Date: 2004-09-10 Member: 31569Members
    either your map is almost full bright and huge or you have a problem with that compile time other than that not bad shots but id say they need some spiceing up then again im very picky and when i say very i mean very very very picky ( all textures must be aligned right with all non visible sides null )
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I created that map with brightness at 50% and gamma at the third notch from High under Steam
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    do you really mean 30 hours? or do you mean 1/2 hour -> 30 minutes? because that would be 30 times to much if you ask me. I compiled a map that was nearly ready and the proces took 29 minutes (without lightning). hm....
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I'm serious.. doesn't bother me much anyway. Two nights and one day is nothing when I'm not using the PC much
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Do you get any vis errors? I assume most of the time is taken by vis..
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited September 2004
    here are some statistics

    1ghz athlon 640mb ram(sdram)

    CSG: 1m 20s
    BSP: 1m 7s
    VIS: 29m 49s (Using maxdistance. maxdistance added 20 minutes to the compile, but shaved off 4 hours in total compile time)
    RAD: 1d 8h 36s (even with additions of spot lights and texture lights(light corrections) I lost 4 hours from my previous compile 1day 12hours)

    Most walls are composite brushes that add more time. Under RAD, VisLeafs were three times as long as FaceLights.. makes sense to me.

    Only errors were a handful coplaner planes(after brush corrections), a dozen leaks(after brush corrections), and exceeding texture memory limit
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    for my understanding the rad compile should roughly twice the vis-time (may go up to three times vis-time). I think you sjould use texlights, maybe a cause.

    and to say "doesnt bother me" is not too nice, its just a massive waste of energy...
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I do use textured lights with the addition of point based spot lights, and from my experience compiling this map in sections that VIS is a whole lot faster than RAD especialy with combound brushes making up the outer walls of the map.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    30 hours?! That's insane..
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--QuoteBegin-MrRadicalEd+Sep 17 2004, 06:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ Sep 17 2004, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I do use textured lights with the addition of point based spot lights, and from my experience compiling this map in sections that VIS is a whole lot faster than RAD especialy with combound brushes making up the outer walls of the map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Don't use Skybox over whole map !!!
  • KaliKali Join Date: 2002-07-01 Member: 858Members
    News up @ <a href='http://www.naturalselection.pexgames.com' target='_blank'>NS Pexgames</a> and added to <a href='http://www.naturalselection.pexgames.com/games/halflife/mods/naturalselection/maps/' target='_blank'>map database</a>
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited September 2004
    Rendy.[CZech], you can cool it because I know better than that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    <img src='http://members.cox.net/flaming.june/flint/ns_flint0704.png' border='0' alt='user posted image' /><img src='http://members.cox.net/flaming.june/flint/ns_flint0705.png' border='0' alt='user posted image' /><img src='http://members.cox.net/flaming.june/flint/ns_flint0706.png' border='0' alt='user posted image' />
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    THIRTY HOURS!!!?!?!?!1111oneone.

    *Ahem* Looks nice though, especially that hive room! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    missing wadfile and bad surface extends error, so much to the first impression...
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    Even though its very spartan and by convetional mapping wisdom (as i understand them) its not spectacular, something about that yellow room appeals to me. Maybe just the fact that its yellow, and not jut by lighting. Most yellow rooms in NS are actually grey rooms made yellow by lighting. Or the slant of the pillars, and their spacing... eh.
  • HighnoHighno Join Date: 2004-01-29 Member: 25706Members
    Do the sounds in that map have any origin? or are you planning to creat those?
Sign In or Register to comment.