Nice looking levels and architecture. You are very skillful.
I'm still puzzled over how you got the floor of the level to be transparent. I'm talking about the one shot in WC with the pink light_spots. If you notice, the floor is see through, there are no blue spots in between the floor's grating. How the heck did you get WC to render it like that?
This is really as much of a question for Flayra as it is a suggestion for mappers with outdoor areas.
First, the question:
I know that the level 1's can't climb on clip brushes. Is it the same for sky brushes/faces? If not, see suggestion below.
Suggestion for mappers:
If sky's are climbable, you can cover your sky brushes/faces with clip brushes. This will prevent players taking bob for a walk on the sky. It still won't prevent the level 3 from banging into 'invisible' barriers, but that is probably much more acceptable than a bob hanging upside down 40 feet in the air.
Wow... get busy with other stuff and come back to find this. Personally, I seem to think that NS is just making people's work ten times better than it would be in any other mod. That's some excellent work there, N@rby, and it's always cool to see some more experienced mappers hopping in to help.
And one idea that I'd had about outside areas that I was planning on using for my map, was just use the trigger_presence to set off a dust storm when the flier (or any other character for that matter) gets too high, as a warning, and if they decide to go any higher: trigger_hurt. Though I don't know how something like this would fly, no pun intended.. augh.
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
I think the SAMs aren't made to shoot at tiny 'bugs', but instead are made to defend against massive attack from outer space. Depends on the storyline, but maybe these SAMs are slightly old and were made primarly to defend against other humans, not infestations. (boy, does this sound like starcraft? <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->)
/me ducks in the fear of Flayra's reaction. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
That dropzone picture just gave me new ideas for my landing pad <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> THANKS!!! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
<!--QuoteBegin--n@rby+Mar. 05 2002,19:11--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (n@rby @ Mar. 05 2002,19:11)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The drop ship has 4 engines in each corner (the rear 2 you cant see) it detaches from a vessel in orbit, then freefalls and the engines slow it down. It can then manouveur using those engines.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Would love to see that in a animation (scripted) at the beginning of a map... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
Hehe.
When the marines start a game in a droppod/apc what ever, just adding a sound (mp3) that makes it seem like your vehicle is moving would really help to immerse the players.
I reckon that making windows and showing actual movement might be to hard to make (especially for dropships, I guess apcs could be easier, right?)
I tried one of Chromeangels beta maps and I really loved it (can't wait 'till NS comes out!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->, but when spawning as a marine I felt it was to quiet while coming out of the APC.
ok now you've done it. The gauntlet has been thrown down. I'll try and implement a drop ship system <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
the func_camera does not work in NSTR2, but you could let the marines spawn in a trigger_once which triggers a camera sequence of a dropship that goes down to the surface. I dont think it would be that hard. Maybe ill make my own tutor on implementing a start movie... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> i swear by the func_camera and scripted_sequence
Yay To...wtf...why does my Brisk Lemon-flavored Iced tea taste like really cheap beer? And Why is it foaming inside the bottle? WTF, I just bought this from the store..
Whoa N@rby, that's the most delicious shot I've ever seen. I have no clue why I didn't come up with that idea with SALS (Surface-Air-Lasers) and all... Really tight man, I hope to see some shots of that dropship landing very soon <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
In answer to a million posts back, I think a system of satelites could perfectly explain being able to use command mode outdoors and if thats not enough for you, another perfectly logical explanation would be having the command console on some kind of ridge above most of the map, that way its just like the commander is looking out over the troops with his binoculars. But, this explanation puts a large limit on map creativity, so personally I'd just explain it using satelites and such.
<!--QuoteBegin--Trane+Mar. 06 2002,17:05--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Trane @ Mar. 06 2002,17:05)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->In answer to a million posts back, I think a system of satelites could perfectly explain being able to use command mode outdoors and if thats not enough for you, another perfectly logical explanation would be having the command console on some kind of ridge above most of the map, that way its just like the commander is looking out over the troops with his binoculars. But, this explanation puts a large limit on map creativity, so personally I'd just explain it using satelites and such.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> <a href="http://66.70.175.88/cgi-bin/UltraBoard/UltraBoard.cgi?action=Read&BID=4&TID=4446&P=1&SID=31002" target="_blank">Satellite idea for outdoor maps. Read post #17.</a>
Wow, Molec, You thought and acted a lot like me back then <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Trane, didn't he act and think a lot like me? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
shesh, im gone from the forums for about 2 days and now we've got n@rby here? wow! looks great. i like how you implimented a lot of outdoor stuff, which not many others are doing right now. id like to see some ingames of that hallway...
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
Of those three pictures I just have to say the one in the middle was the most cool of those three, as I've already seen outdoor pictures earlier in this thread. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I'd love to slaughter enemies in those hallways! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
<!--QuoteBegin--Moleculor+Mar. 07 2002,00:44--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Moleculor @ Mar. 07 2002,00:44)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><!--QuoteBegin--Trane+Mar. 06 2002,17<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->5--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Trane @ Mar. 06 2002,17<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->5)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->In answer to a million posts back, I think a system of satelites could perfectly explain being able to use command mode outdoors and if thats not enough for you, another perfectly logical explanation would be having the command console on some kind of ridge above most of the map, that way its just like the commander is looking out over the troops with his binoculars. But, this explanation puts a large limit on map creativity, so personally I'd just explain it using satelites and such.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> <a href="http://66.70.175.88/cgi-bin/UltraBoard/UltraBoard.cgi?action=Read&BID=4&TID=4446&P=1&SID=31002" target="_blank">Satellite idea for outdoor maps. Read post #17.</a><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> One thing about outdoor areas is that bob won't be able to use his wall-climbing ability.
Comments
I'm still puzzled over how you got the floor of the level to be transparent. I'm talking about the one shot in WC with the pink light_spots. If you notice, the floor is see through, there are no blue spots in between the floor's grating. How the heck did you get WC to render it like that?
First, the question:
I know that the level 1's can't climb on clip brushes. Is it the same for sky brushes/faces? If not, see suggestion below.
Suggestion for mappers:
If sky's are climbable, you can cover your sky brushes/faces with clip brushes. This will prevent players taking bob for a walk on the sky. It still won't prevent the level 3 from banging into 'invisible' barriers, but that is probably much more acceptable than a bob hanging upside down 40 feet in the air.
Good suggestion if not though.
And one idea that I'd had about outside areas that I was planning on using for my map, was just use the trigger_presence to set off a dust storm when the flier (or any other character for that matter) gets too high, as a warning, and if they decide to go any higher: trigger_hurt. Though I don't know how something like this would fly, no pun intended.. augh.
/me ducks in the fear of Flayra's reaction. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
/me starts up Worldcraft
Would love to see that in a animation (scripted) at the beginning of a map... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
When the marines start a game in a droppod/apc what ever, just adding a sound (mp3) that makes it seem like your vehicle is moving would really help to immerse the players.
I reckon that making windows and showing actual movement might be to hard to make (especially for dropships, I guess apcs could be easier, right?)
I tried one of Chromeangels beta maps and I really loved it (can't wait 'till NS comes out!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->, but when spawning as a marine I felt it was to quiet while coming out of the APC.
Yay to immerse players!!!
Yay to give aliens time to hide!!!
<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I have no clue why I didn't come up with that idea with SALS (Surface-Air-Lasers) and all... Really tight man, I hope to see some shots of that dropship landing very soon <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<a href="http://66.70.175.88/cgi-bin/UltraBoard/UltraBoard.cgi?action=Read&BID=4&TID=4446&P=1&SID=31002" target="_blank">Satellite idea for outdoor maps. Read post #17.</a>
<img src="http://csnation.counter-strike.net/barney/personal/sent0000.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/ns_sent_fan0002.jpg" border="0">
<img src="http://csnation.counter-strike.net/barney/personal/sent0001.jpg" border="0">
I'd love to slaughter enemies in those hallways! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I sure am glad you decided to join in on the NS fun, n@rby.
<a href="http://66.70.175.88/cgi-bin/UltraBoard/UltraBoard.cgi?action=Read&BID=4&TID=4446&P=1&SID=31002" target="_blank">Satellite idea for outdoor maps. Read post #17.</a><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
One thing about outdoor areas is that bob won't be able to use his wall-climbing ability.