Well I just downloaded this on a Cyber Cafe computer. I still can't play it, but this place has WinZip so I could at least listen to the sound files. Didn't find any text file though (I don't know if there's supposed to be one) so I couldn't read the credits.
However, this did all get me excited, because on the 2nd of April I'll finally be able to run through all of these maps and give some real criticism (and quite possibly even more praise!). From then I'm back in the UK for 2 weeks and who knows, you might even see some progress on ns_solace <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--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-->I dont have much space for adding details. thats because the number of clipnotes is very high due to the massive volume of some areas. the low polycount is the result of spending 6 1/2 years in hl mapping. it is suppossed to be a fast running map <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> nice to hear some people still think that way. not everyone has an amazing pc handed to them by their parents, and i for one would actually like to play this map at something highter than 20 fps.
<!--QuoteBegin-l0tus+Mar 21 2005, 02:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (l0tus @ Mar 21 2005, 02:32 AM)</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-->I dont have much space for adding details. thats because the number of clipnotes is very high due to the massive volume of some areas. the low polycount is the result of spending 6 1/2 years in hl mapping. it is suppossed to be a fast running map <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> nice to hear some people still think that way. not everyone has an amazing pc handed to them by their parents, and i for one would actually like to play this map at something highter than 20 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I purchased my PC with money I earned from working my **** off at minimum wage thank you very much.
<!--QuoteBegin-l0tus+Mar 21 2005, 02:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (l0tus @ Mar 21 2005, 02:32 AM)</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-->I dont have much space for adding details. thats because the number of clipnotes is very high due to the massive volume of some areas. the low polycount is the result of spending 6 1/2 years in hl mapping. it is suppossed to be a fast running map <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> nice to hear some people still think that way. not only swiftspear has an amazing pc handed to them by their parents, and i for one would actually like to play this map at something higher than 20 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Edited to make sense of SwiftSpear's comment.
... after I compiled the map yesterday, resized my customtextures to get into the limit bounds (3.85mb now), removed 3 leak warnings I nearly got a heart attack. EXCEEDED_MAX_CLIPNOTES. the error of my worst nightmares. I started praying and removed a nearly useless vent... and it worked. and it became even better: EVERYTHING worked. shure, I got some of my favourite leaf errors but thats something easy to fix.
there is only one problem: I cant change the reay room like planed. because clipnotes are at 99.8% !!! XD maybe fixing theleaf errors will help here, too.
@ moultano: I tried your method on lighting, the firs impression was quite ok but when I compiled the complete map I realized some locations to be naerly black so I stick with my method.
so Im sitting here, happy as hell and spend my time in rough bugfixing. vene the weld points worked as exspected.
so you will get the newest version when Im done testing and fixing so exspect version b34 in the next days. I decided that there wont be any chances on this map anymore except bugfixing an maybe some little gameplay tweaks. so what we have here is practically a pre-final version.
*happy*
edit - changelog crew quarters: - shortened route some units
vehicle parking: -changed architecture -added glas to doors so you can see the back of the vehicle - added elevator shaft (visual bonus for location) - layout less straight
(new!) pipeline access: - connects vehicle parking and surface elevators DIRECTLY - added weldable door to surface elevators
surface elevators: - weldable door from pipeline access near the resnozzle
vehicle elevator: - completely new layout (!!!) - reduced altitude to locations (northern parts of the map)
energy supply: - slight size reduction because of new vehicle elevators - rocks dont look wrong anymore - added "vent" to vehicle elevator - changed textures on energy units to look less grainy and more scifi
ore melter (hive): - added vent to sewer drainage - added clips to prevent block movement probs at the top of the melter
break trough: - new siege position to feature "siegeability" from version b32 - added more infestation
res extraction: - completely new layout and design (!!!) - added "working pump"-idea from version b30 - should be more combat friendly now
the pit: - added weldspot to shutdown vent to crew quarters
rock crusher (prev. "crusher"): - completely new layout and design (!!!) - should be less alien friendly to make relocates possible
service ladders: - changed to fit the map - more onos friendyl due to removed ladder - removed resnozzle
east elevator: - change to fit the map - added vent to "tram loding bay" (now we know WHAT is loaded onto the trains <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> )
res processing: - added resnozzle (had been removed from service ladders) - reduced size of location
I've been finding a lot of ways to bring my clipnodes down on shiva. There's one basic thing that works everywhere if you can find places to apply it, and removes stuck issues too.
I managed to drop my clip node use 3% just by running around the map finding places to do this. Try throwing some clip brushes over some of your geometry also.
Where would one aqcuire such a scaling assistant <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> ?
I would say red light district, but they make you pay for their services, and only seem to offer scaling up <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
the rr is something of a hard task. obviously Im able to create a nice lit, interesting ROOM in no time... but when I have to create a huge hall with medium detail, massive texture scaling (1.5 and higher) and tons of light textures I seem to fail <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> the rr itself will be half the size of the old one, the visible parts will be 1200% the size of the old one XD
weird, after compiling I viewed my log to locate the faces that causes trouble... but the log was incomplete. only the first 20 lines were present. so I compiled an debugged version. just to run into a max_clipnotes error again. only thing to fix now is a weldpoint that refuses to work an the source hive architecture to be simplyfied.
I decided NOT to change the name. dont know what that means for the future of the map. but after you got used to put an "source" behind each ported hl1 mod name you will most likely forget about it. so I dont see a problem here.
Just had a run through and noticed a few things. Pick and choose <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Extraction Access doors are a tad slow, which could prove very annoying for someone retreating down that long corridor. Maybe you did it on purpose, you git!
The doors at The Pit are the same speed, but they are in a tight section and they break up the different texture/lighting themes nicely and add suspense, so they work well.
Just noticed Tram Loading Bay's inaccessible area. Nice touch!
The Surface Elevator section is an inspired variation on the cargo crane motif.
The Vehicle Parking area doesn't seem to follow your functionality trend. The grate is designed for being able to see the Gravtank, but you can't really see much. For instance, if we needed to know which tank was parked where, we wouldn't be able to tell which was the damaged tank (in need of repair) at a quick glance. I read that you've added a view of the back, which might solve this issue.
You don't really have any view of the skybox, While this does inevitably add to the tension and work well with the theme, if it looks like any area (at the appropriate height/orientation, of course) is lacking easy recognition and just needs something to help people remember it, maybe that could be something to think about as an option.
The doors at The Pit are the same speed, but they are in a tight section and they break up the different texture/lighting themes nicely and add suspense, so they work well.
The Vehicle Parking area doesn't seem to follow your functionality trend. The grate is designed for being able to see the Gravtank, but you can't really see much. For instance, if we needed to know which tank was parked where, we wouldn't be able to tell which was the damaged tank (in need of repair) at a quick glance. I read that you've added a view of the back, which might solve this issue.
You don't really have any view of the skybox, While this does inevitably add to the tension and work well with the theme, if it looks like any area (at the appropriate height/orientation, of course) is lacking easy recognition and just needs something to help people remember it, maybe that could be something to think about as an option.
There was one last thing, but I've forgotten it! <!--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-->Extraction Access doors are a tad slow, which could prove very annoying for someone retreating down that long corridor. Maybe you did it on purpose, you git!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> maybe <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
the idea behind that was to give aliens the chance to attack sieging marines without getting damage from the distance. you will have to use the small "vent", run al theway trough resource extraction and attack from behind. maybe I will move the door to the second doorframe if this would be better.
<!--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-->The doors at The Pit are the same speed, but they are in a tight section and they break up the different texture/lighting themes nicely and add suspense, so they work well.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> overall doorspeed is 120 but I will raise it to 150. but even now your are able to get through WITHOUT stopping. the marine has to duckjump and the skull just has to jump (however leap wont work here). thats why some claners mentioned the door delay. because strafejumper will be stopped without mercy.
<!--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-->Just noticed Tram Loading Bay's inaccessible area. Nice touch!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I recruited this are to be a "airduct". you will be able to move on top of the crates to reach the east elevator near the crusher.
<!--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-->The Surface Elevator section is an inspired variation on the cargo crane motif.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> original this area was a giant room with 4 piles of crates in the middle. due to the extreme high r_speeds and the boring gameplay I had to change it. turned out quite well <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--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-->The Vehicle Parking area doesn't seem to follow your functionality trend. The grate is designed for being able to see the Gravtank, but you can't really see much. For instance, if we needed to know which tank was parked where, we wouldn't be able to tell which was the damaged tank (in need of repair) at a quick glance. I read that you've added a view of the back, which might solve this issue.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> havent seen the screenshots? I added some glas in the front and alienplayers will be able to take a look from abouve because the vent leads through the garages. and please, stop calling it a tank. its a vehicle used to drill some nice holes into the rocks to place charges and blow the whole place up <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> but a kind helper is working on adding the borehead to it.
<!--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--> You don't really have any view of the skybox, While this does inevitably add to the tension and work well with the theme, if it looks like any area (at the appropriate height/orientation, of course) is lacking easy recognition and just needs something to help people remember it, maybe that could be something to think about as an option.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the frist versions featured "skyview" but I removed one after another and I dont really have any entities left to actually block the brushes with glas, grates whatever. but maybe the new readyroom will be more of an explanation. hope to finish it soon.
I've been finding a lot of ways to bring my clipnodes down on shiva. There's one basic thing that works everywhere if you can find places to apply it, and removes stuck issues too.
I managed to drop my clip node use 3% just by running around the map finding places to do this. Try throwing some clip brushes over some of your geometry also. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't understand... what is happening?
hehe. I don't know what's so good about overlapping brushes, either <!--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--> edit: that's cool : O
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited April 2005
<!--QuoteBegin-Swiftspear+Apr 13 2005, 01:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 13 2005, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't understand... what is happening? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> When the brushes are expanded for the clipping hull generation, acute angles get expanded much further than obtuse angles because of how it expands each side. This causes the brushes to stick out when they are fused into the clipping hulls, and makes little spurs that hinder movement.
<!--QuoteBegin-moultano+Apr 13 2005, 01:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 13 2005, 01:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Apr 13 2005, 01:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 13 2005, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't understand... what is happening? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> When the brushes are expanded for the clipping hull generation, acute angles get expanded much further than obtuse angles because of how it expands each side. This causes the brushes to stick out when they are fused into the clipping hulls, and makes little spurs that hinder movement. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> brushes exapand? That's really good to know... Not that it has effected my mapping so far, but it will help to keep that in mind for later.
after clipbrushing half of the rr Im back on 99.7% clipbrush usage.
Im shure the new rr will solve this problem. maybe little tweaks here and there, a simplified source hive and I will be able to add 1 or 2 vents to balance some areas.
onething that is still left is the new readyroom but thats pretty simple. Im just waiting for the modelskins atm, thats why releasing it yet wouldnt make much sense. in case you dont know the map:
ladies and gentlemen, after 6 times reconstruction I present the b34 version of the source hive (dont cry): <img src='http://mitglied.lycos.de/centercross/ns_source/b34_sourcehive1.jpg' border='0' alt='user posted image' />
I know the faces are hell but I simplified a lot from the last version, now it looks even better and the r_speeds droppedslightly.
for the people interested in the background: the mine is located inside of an asteroid. what the workers dont know: the accidently found a key element in this war against the kharra. noone ever could explain how the infestation could "infect" already cleaned areas. it seemd impossible that even the smallest bacterium could bypass the frontiersmen "barricade". but unfortunately there were some poor, hard working people finding out about this mysterium... this unstable, big rock, filled with its ore and other valueable materials, drifting between colonies and systems... is a <span style='color:yellow'><span style='font-size:14pt;line-height:100%'>SOURCE!</span></span>
I can see the pictures - maybe you should check your browser options for the view changes. you can change what you want the browser to load (pics or text only) in opera for example.
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> fire fox and internet explorer didnt show up the iamges what hapen?
whats the problem? tried it on two different pcs running firefox. my IE doesnt work anymore... shame? no. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-Crispy+Apr 19 2005, 05:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Apr 19 2005, 05:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Somebody set up us the screenshots. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Evil flashback to 'All ur bases are belong to us' NOOOOOOOO!
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> i'm not seeing nothing and i want see. if firefox work tell me how!
firefox only display thismensage in the place off: user posted images.
I think you should totally re-work that new hive, looks as if it will play just as bad as the last. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> in WHICH way? "its bad." is not an answer I can work with.
<!--QuoteBegin-Kouji San+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyways, YAY @ the Lt. Downloading!!! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> what that supposed to mean? man, I want this to be released as well but there are some problems left like vis errors, rr, models.
tell me whats wrong. tell me what would improve the gameplay. tell me what you dont like.
thats how it works. I only got few responses that helped me during the creation process, people like moultano, crispy or carioca for example helped me a lot to improve the map. thats one of the reasons why Im tired of mapping and thats one of the reasons why I WONT spent another 23 months period on this map.
like it. if you dont like it and cant tell whats wrong, hate it.
Comments
However, this did all get me excited, because on the 2nd of April I'll finally be able to run through all of these maps and give some real criticism (and quite possibly even more praise!). From then I'm back in the UK for 2 weeks and who knows, you might even see some progress on ns_solace <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
the low polycount is the result of spending 6 1/2 years in hl mapping. it is suppossed to be a fast running map <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
nice to hear some people still think that way. not everyone has an amazing pc handed to them by their parents, and i for one would actually like to play this map at something highter than 20 fps.
the low polycount is the result of spending 6 1/2 years in hl mapping. it is suppossed to be a fast running map <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
nice to hear some people still think that way. not everyone has an amazing pc handed to them by their parents, and i for one would actually like to play this map at something highter than 20 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I purchased my PC with money I earned from working my **** off at minimum wage thank you very much.
the low polycount is the result of spending 6 1/2 years in hl mapping. it is suppossed to be a fast running map <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
nice to hear some people still think that way. not only swiftspear has an amazing pc handed to them by their parents, and i for one would actually like to play this map at something higher than 20 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Edited to make sense of SwiftSpear's comment.
finished
my status:
need vacation
...
after I compiled the map yesterday, resized my customtextures to get into the limit bounds (3.85mb now), removed 3 leak warnings I nearly got a heart attack. EXCEEDED_MAX_CLIPNOTES. the error of my worst nightmares. I started praying and removed a nearly useless vent... and it worked. and it became even better: EVERYTHING worked. shure, I got some of my favourite leaf errors but thats something easy to fix.
there is only one problem: I cant change the reay room like planed. because clipnotes are at 99.8% !!! XD
maybe fixing theleaf errors will help here, too.
@ moultano: I tried your method on lighting, the firs impression was quite ok but when I compiled the complete map I realized some locations to be naerly black so I stick with my method.
so Im sitting here, happy as hell and spend my time in rough bugfixing. vene the weld points worked as exspected.
so you will get the newest version when Im done testing and fixing so exspect version b34 in the next days. I decided that there wont be any chances on this map anymore except bugfixing an maybe some little gameplay tweaks. so what we have here is practically a pre-final version.
*happy*
edit - changelog
crew quarters:
- shortened route some units
vehicle parking:
-changed architecture
-added glas to doors so you can see the back of the vehicle
- added elevator shaft (visual bonus for location)
- layout less straight
(new!) pipeline access:
- connects vehicle parking and surface elevators DIRECTLY
- added weldable door to surface elevators
surface elevators:
- weldable door from pipeline access near the resnozzle
vehicle elevator:
- completely new layout (!!!)
- reduced altitude to locations (northern parts of the map)
energy supply:
- slight size reduction because of new vehicle elevators
- rocks dont look wrong anymore
- added "vent" to vehicle elevator
- changed textures on energy units to look less grainy and more scifi
ore melter (hive):
- added vent to sewer drainage
- added clips to prevent block movement probs at the top of the melter
break trough:
- new siege position to feature "siegeability" from version b32
- added more infestation
res extraction:
- completely new layout and design (!!!)
- added "working pump"-idea from version b30
- should be more combat friendly now
the pit:
- added weldspot to shutdown vent to crew quarters
rock crusher (prev. "crusher"):
- completely new layout and design (!!!)
- should be less alien friendly to make relocates possible
service ladders:
- changed to fit the map
- more onos friendyl due to removed ladder
- removed resnozzle
east elevator:
- change to fit the map
- added vent to "tram loding bay" (now we know WHAT is loaded onto the trains <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> )
res processing:
- added resnozzle (had been removed from service ladders)
- reduced size of location
I've been finding a lot of ways to bring my clipnodes down on shiva. There's one basic thing that works everywhere if you can find places to apply it, and removes stuck issues too.
<img src='http://www.andrew.cmu.edu/user/rmoulton/clip.jpg' border='0' alt='user posted image' />
I managed to drop my clip node use 3% just by running around the map finding places to do this. Try throwing some clip brushes over some of your geometry also.
Im feel kinda... dunno, must be tiredness.
only thing left is the rr but I have to start from scratch.
<a href='http://mitglied.lycos.de/centercross/ns_source/shuttle_scaling.jpg' target='_blank'>nothing special</a>
remember: curiosity can kill <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
LOL <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
weird, after compiling I viewed my log to locate the faces that causes trouble... but the log was incomplete. only the first 20 lines were present. so I compiled an debugged version. just to run into a max_clipnotes error again. only thing to fix now is a weldpoint that refuses to work an the source hive architecture to be simplyfied.
I decided NOT to change the name. dont know what that means for the future of the map. but after you got used to put an "source" behind each ported hl1 mod name you will most likely forget about it. so I dont see a problem here.
Extraction Access doors are a tad slow, which could prove very annoying for someone retreating down that long corridor. Maybe you did it on purpose, you git!
The doors at The Pit are the same speed, but they are in a tight section and they break up the different texture/lighting themes nicely and add suspense, so they work well.
Just noticed Tram Loading Bay's inaccessible area. Nice touch!
The Surface Elevator section is an inspired variation on the cargo crane motif.
The Vehicle Parking area doesn't seem to follow your functionality trend. The grate is designed for being able to see the Gravtank, but you can't really see much. For instance, if we needed to know which tank was parked where, we wouldn't be able to tell which was the damaged tank (in need of repair) at a quick glance. I read that you've added a view of the back, which might solve this issue.
You don't really have any view of the skybox, While this does inevitably add to the tension and work well with the theme, if it looks like any area (at the appropriate height/orientation, of course) is lacking easy recognition and just needs something to help people remember it, maybe that could be something to think about as an option.
There was one last thing, but I've forgotten it!
The doors at The Pit are the same speed, but they are in a tight section and they break up the different texture/lighting themes nicely and add suspense, so they work well.
The Vehicle Parking area doesn't seem to follow your functionality trend. The grate is designed for being able to see the Gravtank, but you can't really see much. For instance, if we needed to know which tank was parked where, we wouldn't be able to tell which was the damaged tank (in need of repair) at a quick glance. I read that you've added a view of the back, which might solve this issue.
You don't really have any view of the skybox, While this does inevitably add to the tension and work well with the theme, if it looks like any area (at the appropriate height/orientation, of course) is lacking easy recognition and just needs something to help people remember it, maybe that could be something to think about as an option.
There was one last thing, but I've forgotten it! <!--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-->Extraction Access doors are a tad slow, which could prove very annoying for someone retreating down that long corridor. Maybe you did it on purpose, you git!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
maybe <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
the idea behind that was to give aliens the chance to attack sieging marines without getting damage from the distance. you will have to use the small "vent", run al theway trough resource extraction and attack from behind. maybe I will move the door to the second doorframe if this would be better.
<!--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-->The doors at The Pit are the same speed, but they are in a tight section and they break up the different texture/lighting themes nicely and add suspense, so they work well.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
overall doorspeed is 120 but I will raise it to 150. but even now your are able to get through WITHOUT stopping. the marine has to duckjump and the skull just has to jump (however leap wont work here). thats why some claners mentioned the door delay. because strafejumper will be stopped without mercy.
<!--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-->Just noticed Tram Loading Bay's inaccessible area. Nice touch!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I recruited this are to be a "airduct". you will be able to move on top of the crates to reach the east elevator near the crusher.
<!--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-->The Surface Elevator section is an inspired variation on the cargo crane motif.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
original this area was a giant room with 4 piles of crates in the middle. due to the extreme high r_speeds and the boring gameplay I had to change it. turned out quite well <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--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-->The Vehicle Parking area doesn't seem to follow your functionality trend. The grate is designed for being able to see the Gravtank, but you can't really see much. For instance, if we needed to know which tank was parked where, we wouldn't be able to tell which was the damaged tank (in need of repair) at a quick glance. I read that you've added a view of the back, which might solve this issue.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
havent seen the screenshots?
I added some glas in the front and alienplayers will be able to take a look from abouve because the vent leads through the garages.
and please, stop calling it a tank. its a vehicle used to drill some nice holes into the rocks to place charges and blow the whole place up <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
but a kind helper is working on adding the borehead to it.
<!--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-->
You don't really have any view of the skybox, While this does inevitably add to the tension and work well with the theme, if it looks like any area (at the appropriate height/orientation, of course) is lacking easy recognition and just needs something to help people remember it, maybe that could be something to think about as an option.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the frist versions featured "skyview" but I removed one after another and I dont really have any entities left to actually block the brushes with glas, grates whatever.
but maybe the new readyroom will be more of an explanation. hope to finish it soon.
I've been finding a lot of ways to bring my clipnodes down on shiva. There's one basic thing that works everywhere if you can find places to apply it, and removes stuck issues too.
<img src='http://www.andrew.cmu.edu/user/rmoulton/clip.jpg' border='0' alt='user posted image' />
I managed to drop my clip node use 3% just by running around the map finding places to do this. Try throwing some clip brushes over some of your geometry also. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't understand... what is happening?
edit: that's cool : O
When the brushes are expanded for the clipping hull generation, acute angles get expanded much further than obtuse angles because of how it expands each side. This causes the brushes to stick out when they are fused into the clipping hulls, and makes little spurs that hinder movement.
When the brushes are expanded for the clipping hull generation, acute angles get expanded much further than obtuse angles because of how it expands each side. This causes the brushes to stick out when they are fused into the clipping hulls, and makes little spurs that hinder movement. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
brushes exapand? That's really good to know... Not that it has effected my mapping so far, but it will help to keep that in mind for later.
Im shure the new rr will solve this problem. maybe little tweaks here and there, a simplified source hive and I will be able to add 1 or 2 vents to balance some areas.
<span style='color:green'><span style='font-size:14pt;line-height:100%'>Completed</span></span>
onething that is still left is the new readyroom but thats pretty simple.
Im just waiting for the modelskins atm, thats why releasing it yet wouldnt make much sense. in case you dont know the map:
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_vehicleelevator.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_eastelevator.jpg' border='0' alt='user posted image' />
ladies and gentlemen, after 6 times reconstruction I present the b34 version of the source hive (dont cry):
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_sourcehive1.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_sourcehive2.jpg' border='0' alt='user posted image' />
I know the faces are hell but I simplified a lot from the last version, now it looks even better and the r_speeds droppedslightly.
for the people interested in the background:
the mine is located inside of an asteroid. what the workers dont know: the accidently found a key element in this war against the kharra. noone ever could explain how the infestation could "infect" already cleaned areas. it seemd impossible that even the smallest bacterium could bypass the frontiersmen "barricade".
but unfortunately there were some poor, hard working people finding out about this mysterium... this unstable, big rock, filled with its ore and other valueable materials, drifting between colonies and systems... is a <span style='color:yellow'><span style='font-size:14pt;line-height:100%'>SOURCE!</span></span>
could you use imageshack or another host for those images.
my IE doesnt work anymore... shame? no. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think you should totally re-work that new hive, looks as if it will play just as bad as the last.
Evil flashback to 'All ur bases are belong to us' NOOOOOOOO!
Anyways, YAY @ the Lt. Downloading!!!
if firefox work tell me how!
firefox only display thismensage in the place off:
user posted images.
I think you should totally re-work that new hive, looks as if it will play just as bad as the last. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
in WHICH way? "its bad." is not an answer I can work with.
<!--QuoteBegin-Kouji San+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyways, YAY @ the Lt. Downloading!!! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
what that supposed to mean? man, I want this to be released as well but there are some problems left like vis errors, rr, models.
tell me whats wrong.
tell me what would improve the gameplay.
tell me what you dont like.
thats how it works. I only got few responses that helped me during the creation process, people like moultano, crispy or carioca for example helped me a lot to improve the map.
thats one of the reasons why Im tired of mapping and thats one of the reasons why I WONT spent another 23 months period on this map.
like it. if you dont like it and cant tell whats wrong, hate it.
I love you all.