im palying on map and bunning my skulk and i take like 22 and 24 seconds to cross each hive to marine start and with the marines i make some sieges on the siege spot and work fine the marine ttak like 15 seconds to arrrive to siege room
this layout simply wont work, marines base are liek 5 sec from the nearest hive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Hm, well it could, if there are height differences, like.. ladders and such, which slows down a rush on the hive. But I think, that the siege position above the left hive needs a tweak for aliens, otherwise it would take them too long to counter a siege attack there. Maybe some vents?
<!--QuoteBegin-Minotaur0+Oct 11 2004, 03:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minotaur0 @ Oct 11 2004, 03:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this layout simply wont work, marines base are liek 5 sec from the nearest hive <!--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--> the scale of the hallways and rooms make the marines take 30 seconds to nearest hives and the center hive take 40 seconds this with out stuff on the rooms since i finish all rooms they will take more than 30 seconds to arrive a hive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Kester+Oct 10 2004, 05:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Oct 10 2004, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I love the extreme variation in height you've got... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> the tall of the hall ways are 3 x 64 and the rooms are 5 x 64 and the hive are 6 x 64 halflife units this is a enough tall rooms.
<!--QuoteBegin-[Sorcerer+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sorcerer)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->,Oct 11 2004, 03:52 AM] Hm, well it could, if there are height differences, like.. ladders and such, which slows down a rush on the hive. But I think, that the siege position above the left hive needs a tweak for aliens, otherwise it would take them too long to counter a siege attack there. Maybe some vents? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> in ns_origin the biodome hive are siegeable from the left, the ns_nothing the powersilo are siegeable from hallways, the red room are a jet pack siegeable room, glass room not more well place to be have siege but are so close on lost map in the equilibrium hive, and alpha is siegeable from hallway. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> my idea is put only 1 hive siegeable and bye a nearest room the cache suply like the cargo room on ns_tanith near the fusion hive.
<!--QuoteBegin-Naigel+Oct 11 2004, 05:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Oct 11 2004, 05:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Try to use more than one texture... PLEASE. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> im yet resizing the rooms and hallways, hallways i change from 2 x 64 to 3 x 64, rooms from 2 x 64 to 5 x 64, hive from 4x64 to 6 x 64 after i end the scale up i will change the texture and start to make the rooms so dont worry this map will be very diferent than now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
- Suply is spelt S U P P L Y - Height variation means that it changes height for different rooms, not that rooms are very high. - Long, straight corridors = death for Aliens and death for anyone playing HL on an old system (search r_speeds in FAQ)
Now that you have a rough layout (built in Hammer, even!) You can start working on each room, ONE AT A TIME.
1. Choose a room that you want to improve.
2. Completely delete its cubicle goodness.
3. Make a picture of what you want it to look like.
4. Do not make the floor a perfect square. 4. Do not make the floor a perfect square. 4. Do not make the floor a perfect square.
5. Make the walls first. - They can be high/low - They can be long/short - They can go at any angle - They can be any texture
6. Make the floor. - It must fit the shape created by the walls - It can be many brushes - It can be many textures - It can be of different elevations, with ramps/ladders connecting these tiers.
7. Make the ceiling. - It must fit the shape created by the walls - It can be many brushes - It can be many textures - It can be of different elevations
8. Add features to your room. There could be any of the following: - A computer terminal - Crates, barrels, storage units - Pipes - Grates - Pipes behind grates
9. Show us a picture.
10. Ask us how to do lighting and particle systems.
11. Add these to your first room and repeat steps 1-9.
<!--QuoteBegin--[Kobayashi]-+Oct 12 2004, 01:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Oct 12 2004, 01:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This map is truly rofflesome.
- Suply is spelt S U P P L Y - Height variation means that it changes height for different rooms, not that rooms are very high. - Long, straight corridors = death for Aliens and death for anyone playing HL on an old system (search r_speeds in FAQ)
Now that you have a rough layout (built in Hammer, even!) You can start working on each room, ONE AT A TIME.
1. Choose a room that you want to improve.
2. Completely delete its cubicle goodness.
3. Make a picture of what you want it to look like.
4. Do not make the floor a perfect square. 4. Do not make the floor a perfect square. 4. Do not make the floor a perfect square.
5. Make the walls first. - They can be high/low - They can be long/short - They can go at any angle - They can be any texture
6. Make the floor. - It must fit the shape created by the walls - It can be many brushes - It can be many textures - It can be of different elevations, with ramps/ladders connecting these tiers.
7. Make the ceiling. - It must fit the shape created by the walls - It can be many brushes - It can be many textures - It can be of different elevations
8. Add features to your room. There could be any of the following: - A computer terminal - Crates, barrels, storage units - Pipes - Grates - Pipes behind grates
9. Show us a picture.
10. Ask us how to do lighting and particle systems.
11. Add these to your first room and repeat steps 1-9.
Good luck Mr. Leyman! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> -ok thanks to say -tall -shape in u n and s tunnels not long, straight because is a mine not a shopping
im thinking in the all stuff and then make some basic same layout for after change becasue the rooms aree all same origins they are dig from earth to bring ore.
1 i will do this since a make the basic sketche of the map
2 i will add brushes to change the layout and not will delete because will hold my func walls poly vertex brushes
3 i could make since i discovery what i like to be look i making like a artistic way.
4 the floor dont will be square if u remenber i only start change a bit the roof and the room, i think is better start with the floor.
5 err the floor isnt a good idea start with the bases? the wall im trying find a height cool look.
6 i dont try yet in this point this will be my main object after reead this.
7 the walls shape the tallest of the rooms?
8 nice ideas.
9 after all this i will do.
10 lighting i ask but ppl almost send me to hell.
11 u mean make a room and then restart the step of the algoritmy
Kester: you are not the only one not getting any clue. maybe if my motherlanguage would be english I wouldnt have so much problems understanding cariocas post. anyways, at least you, carioca, are open for critics. I give you some good hints:
- start with a DECENT marinestart - go on with the hives - THINK about what looks COOL!!!
<!--QuoteBegin-Lt.Gravity+Oct 13 2004, 04:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Oct 13 2004, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Kester: you are not the only one not getting any clue. maybe if my motherlanguage would be english I wouldnt have so much problems understanding cariocas post. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I can assure you, mother tongue English won't get you very far in understanding that last post. Well, I tried...
puh, thats good news. I was concerned that something is wrong with ME! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
its definetely a ceiling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
create more borders so it doesnt look so boring. some special lights would be nice, too.
<!--QuoteBegin-carioca+Oct 13 2004, 01:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Oct 13 2004, 01:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> now the walls <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> you know that its too much when you have seen these pictures. carioca, enough but not too much, thats the golden rule. this is definetely too much. try something in the middle.
Comments
But I think, that the siege position above the left hive needs a tweak for aliens, otherwise it would take them too long to counter a siege attack there.
Maybe some vents?
the scale of the hallways and rooms make the marines take 30 seconds to nearest hives and the center hive take 40 seconds this with out stuff on the rooms since i finish all rooms they will take more than 30 seconds to arrive a hive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
the tall of the hall ways are 3 x 64 and the rooms are 5 x 64 and the hive are 6 x 64 halflife units this is a enough tall rooms.
But I think, that the siege position above the left hive needs a tweak for aliens, otherwise it would take them too long to counter a siege attack there.
Maybe some vents? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> in ns_origin the biodome hive are siegeable from the left, the ns_nothing the powersilo are siegeable from hallways, the red room are a jet pack siegeable room, glass room not more well place to be have siege but are so close on lost map in the equilibrium hive, and alpha is siegeable from hallway. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> my idea is put only 1 hive siegeable and bye a nearest room the cache suply like the cargo room on ns_tanith near the fusion hive.
im yet resizing the rooms and hallways, hallways i change from 2 x 64 to 3 x 64, rooms from 2 x 64 to 5 x 64, hive from 4x64 to 6 x 64 after i end the scale up i will change the texture and start to make the rooms so dont worry this map will be very diferent than now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
- Suply is spelt S U P P L Y
- Height variation means that it changes height for different rooms, not that rooms are very high.
- Long, straight corridors = death for Aliens and death for anyone playing HL on an old system (search r_speeds in FAQ)
Now that you have a rough layout (built in Hammer, even!) You can start working on each room, ONE AT A TIME.
1. Choose a room that you want to improve.
2. Completely delete its cubicle goodness.
3. Make a picture of what you want it to look like.
4. Do not make the floor a perfect square.
4. Do not make the floor a perfect square.
4. Do not make the floor a perfect square.
5. Make the walls first.
- They can be high/low
- They can be long/short
- They can go at any angle
- They can be any texture
6. Make the floor.
- It must fit the shape created by the walls
- It can be many brushes
- It can be many textures
- It can be of different elevations, with ramps/ladders connecting these tiers.
7. Make the ceiling.
- It must fit the shape created by the walls
- It can be many brushes
- It can be many textures
- It can be of different elevations
8. Add features to your room. There could be any of the following:
- A computer terminal
- Crates, barrels, storage units
- Pipes
- Grates
- Pipes behind grates
9. Show us a picture.
10. Ask us how to do lighting and particle systems.
11. Add these to your first room and repeat steps 1-9.
Good luck Mr. Leyman!
- Suply is spelt S U P P L Y
- Height variation means that it changes height for different rooms, not that rooms are very high.
- Long, straight corridors = death for Aliens and death for anyone playing HL on an old system (search r_speeds in FAQ)
Now that you have a rough layout (built in Hammer, even!) You can start working on each room, ONE AT A TIME.
1. Choose a room that you want to improve.
2. Completely delete its cubicle goodness.
3. Make a picture of what you want it to look like.
4. Do not make the floor a perfect square.
4. Do not make the floor a perfect square.
4. Do not make the floor a perfect square.
5. Make the walls first.
- They can be high/low
- They can be long/short
- They can go at any angle
- They can be any texture
6. Make the floor.
- It must fit the shape created by the walls
- It can be many brushes
- It can be many textures
- It can be of different elevations, with ramps/ladders connecting these tiers.
7. Make the ceiling.
- It must fit the shape created by the walls
- It can be many brushes
- It can be many textures
- It can be of different elevations
8. Add features to your room. There could be any of the following:
- A computer terminal
- Crates, barrels, storage units
- Pipes
- Grates
- Pipes behind grates
9. Show us a picture.
10. Ask us how to do lighting and particle systems.
11. Add these to your first room and repeat steps 1-9.
Good luck Mr. Leyman! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
-ok thanks to say
-tall
-shape in u n and s tunnels not long, straight because is a mine not a shopping
im thinking in the all stuff and then make some basic same layout for after change becasue the rooms aree all same origins they are dig from earth to bring ore.
1 i will do this since a make the basic sketche of the map
2 i will add brushes to change the layout and not will delete because will hold my func walls poly vertex brushes
3 i could make since i discovery what i like to be look i making like a artistic way.
4 the floor dont will be square if u remenber i only start change a bit the roof and the room, i think is better start with the floor.
5 err the floor isnt a good idea start with the bases? the wall im trying find a height cool look.
6 i dont try yet in this point this will be my main object after reead this.
7 the walls shape the tallest of the rooms?
8 nice ideas.
9 after all this i will do.
10 lighting i ask but ppl almost send me to hell.
11 u mean make a room and then restart the step of the algoritmy
leyman? what means?
maybe if my motherlanguage would be english I wouldnt have so much problems understanding cariocas post.
anyways, at least you, carioca, are open for critics. I give you some good hints:
- start with a DECENT marinestart
- go on with the hives
- THINK about what looks COOL!!!
and the map will evolve.
maybe if my motherlanguage would be english I wouldnt have so much problems understanding cariocas post. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I can assure you, mother tongue English won't get you very far in understanding that last post. Well, I tried...
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
create more borders so it doesnt look so boring. some special lights would be nice, too.
(this is right to say or have another name?)
you know that its too much when you have seen these pictures. carioca, enough but not too much, thats the golden rule. this is definetely too much. try something in the middle.