Ns_msiege-rc4
iG0r
Join Date: 2004-06-28 Member: 29593Members
<div class="IPBDescription">unpublished version</div> hi,
this week ill release some of my older maps in unpublished versions. 1st one is ns_msiege-rc4.
download: <a href='http://members.chello.at/support/maps/ns_msiege-rc4.zip' target='_blank'>ns_msiege-rc4.zip</a>
<a href='http://unsichtbar2005.funpic.de' target='_blank'>download and more pictures</a>
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_01_s.jpg' border='0' alt='user posted image' />
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_02_s.jpg' border='0' alt='user posted image' />
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_03_s.jpg' border='0' alt='user posted image' />
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_04_s.jpg' border='0' alt='user posted image' />
this week ill release some of my older maps in unpublished versions. 1st one is ns_msiege-rc4.
download: <a href='http://members.chello.at/support/maps/ns_msiege-rc4.zip' target='_blank'>ns_msiege-rc4.zip</a>
<a href='http://unsichtbar2005.funpic.de' target='_blank'>download and more pictures</a>
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_01_s.jpg' border='0' alt='user posted image' />
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_02_s.jpg' border='0' alt='user posted image' />
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_03_s.jpg' border='0' alt='user posted image' />
<img src='http://members.chello.at/support/maps/ns_msiege-rc4_04_s.jpg' border='0' alt='user posted image' />
Comments
I'm just posting here to keep the HL1 engine from being overstressed, since you do have some serious r_speed and vis issues in your map.
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The first thing you need to fix is in the pillar room behind the door. You have lots of pillars touching the floor and ceiling. This will make the compilers break up the floor and ceiling in more brushes then necesary.
You can fix this in a fast and easy way. Keep a 1 unit grid gap between the ceiling/floor and the pillars.
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Now on to the serious vis problems. The HL1 engine can't deal with very long corridors, even with the low amount of detail you have going it will make the engine stress. This happens because it will have to render beyond it's capabilities due to the lack of vis blockers. To fix this you'll have to make some changes to your layout. Mainly change the long corridors into bendy corridors or something. That is at least the fastest fix there is for this problem.
And with r_speeds going over 900 or even 1200 is just way to much judging from the low detail you're using.
im sure when ns source is out im back in playing and mapping too.
thx
im sure when ns source is out im back in playing and mapping too.
thx <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
so why the hell you dont create 1!!! thread regarding your three maps? you wont continue your work so its pretty useless creating three threads if you dont want to recive specific reply. call it "whatever-mappack".
and why the hell you cant just ignor my maps and my postings too?
and why the hell you cant just ignor my maps and my postings too? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
so you know how to do it right next time.
you mean "to do right" is ignoring you? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
that sounds wonderfull <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Well... if he did, it didn't help at all. Who really wants this map-fastfood anyway.
thats how it sounded to me. I have nothing against some inspired new gametype such as ... nono, you wont get me <!--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 to see the same "fun maps" over and over again is just... you know?
Some forum users are disgruntled because of the multiple threads for the same kind of thing all at once, rather than the fact that they don't like funmaps.
I personally don't have so much of a problem with this issue, but it I do believe it would be a good idea for there to be a sub forum for funmaps.
But from what I've seen in these maps from iG0r. I have to conclude that they are at least technically bad maps and need a serious overhaul due to bad design for the HL1 engine. Visually I think they are bad maps due to the lack of detail and atmospehere, but that is still personal preference, some people actually like low detail maps...
Siege gameplay is a nice concept just because of the fact that there is a market for it, people DO play it. But the chance to get them into the official ns map release is non existant (unless the devs review the issue of course <!--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--> )
That's probably the reason why the more experience mappers refuse or simply will not create them.
The reason I don't create siege maps is simple. I don't play this style of gameplay, it's actually the same reason why you won't see me creating a combat map.
true <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
It's more like we're flaming him for releasing 3 maps that are not only bad, but he has no intention of working on anymore...in 3 different threads. Un-bloody-necessary.
not for half-life, but since nov. 04 for source. i really hope there is a ns source beta release soon.