<!--QuoteBegin-[LoDw]keef+May 11 2004, 11:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([LoDw]keef @ May 11 2004, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OK! I finally got the little problem of skulks climbing on sky fixed, thx to Kouji San who I talked to earlier today. I created little null brushes a player size away from the cliff along it, now as you know a skulk can climb around a block in the air.
but I also have the earlier sugjested idea of having trigger_push there so when a skulk tries climbing down and around they fall instead of being able to keep there mouse at a 45 degree angle and fight the push and walk on the sky. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I think you're estimating the power of leap. What if a skulk with adrenalin leaps around your barrier and touches the sky?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
<!--QuoteBegin-Guspaz+May 12 2004, 04:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 12 2004, 04:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think you're estimating the power of leap. What if a skulk with adrenalin leaps around your barrier and touches the sky? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> since the skulk is moving in free space along the Z-axis (up) while leaping. I should think the skulk would be pushed back down just like the jetty and lerky.
Reminds me of one of those really old FireArms maps (from RC 2.0 or so <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
<!--QuoteBegin-Kouji San+May 12 2004, 01:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 12 2004, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Guspaz+May 12 2004, 04:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 12 2004, 04:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think you're estimating the power of leap. What if a skulk with adrenalin leaps around your barrier and touches the sky? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> since the skulk is moving in free space along the Z-axis (up) while leaping. I should think the skulk would be pushed back down just like the jetty and lerky. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yes, the push is about 2 marine heights tall and is strong enough (I put it on 1000) that no one ever even touches the sky, skulks cannot get on there through leap I tested it for quite a while.
I agree with everyone who is annoyed by the half-life cliff textures. The map would look a lot of more interesting if you changed them.
Still I must say I like this map. Not really the idea, but that how you made it.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> I'm sorry but g2g... I'll post more later
Yeah, I want something else besides that cliff really, but i dont know of any or have any good cliff textures. If anyone knew of some good ones I would highly appreciate it. Thx
<span style='color:red'><b>I NOW HAVE A DOWNLOAD LINK AVAILABLE </b></span> <a href='http://www.chromeangel.co.uk/nsworld/uploads/ns_Bloodgultch.zip' target='_blank'>http://www.chromeangel.co.uk/nsworld/uploa...Bloodgultch.zip</a>
Ok, I really need a new name for my map now. I have too many excess files lying around with the same name, plus as I have said before it is copying and its not even spelt right. I want to change the name only once if possible because It will be alot of work to change all the file names and targets.
Any good sugestions?
for simplified names my friends said something like
ns_Valley ns_canyon ns_Pit ns_road ns_bases
now I dont find those to be very extrodinary or special names. Theyre just to bland and vauge(dono spelling). Does anyone know of any like well named canyons or desert areas or something?( <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> not black mesa) And maybe stay away from vague famous things plz, like "The Grand Canyon" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
Ok, I really need a new name for my map now. I have too many excess files lying around with the same name, plus as I have said before it is copying and its not even spelt right. I want to change the name only once if possible because It will be alot of work to change all the file names and targets.
Any good sugestions?
for simplified names my friends said something like
ns_Valley ns_canyon ns_Pit ns_road ns_bases
now I dont find those to be very extrodinary or special names. Theyre just to bland and vauge(dono spelling). Does anyone know of any like well named canyons or desert areas or something?( <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> not black mesa) And maybe stay away from vague famous things plz, like "The Grand Canyon" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
just a little suggestion =Kore= slim did a SC battle cruiser model that looks alot like your battle cruiser but better maybe you could ask him if you could use it in your map?
Well, if you couldn't tell, my battlecruiser is hollow inside. Currently my battlecruiser is my readyroom which you should be able to notice in the pics on the first page. I kinda like the idea of the battlecruiser being the readyroom so i dont want to replace it with one that looks cool but you cant walk through. Plus I did alot of work on that battlecruiser and am a bit relectant to get rid of it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> .
Stay in 90° under the cruiser, make a screenshot and convert it to a sprite. This will save 500 on r_speeds and your cruiser is still there.
I would be proud of something like that too (2 years ago <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) but it really boosts r_speeds. Especially those 10 (?) sided afterburner.
<!--QuoteBegin-Freezer+May 14 2004, 04:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freezer @ May 14 2004, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stay in 90° under the cruiser, make a screenshot and convert it to a sprite. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Is there an easy way (cammand line) to make this conversion?
Wouldn't a knocked out blue background 512x512 streched texture mapped onto a func_wall be better for r_speeds provided you make the func_wal 1 unit thick?
<u>My quest to edit sprites:</u>
I finnaly located the old school ones that even have broken downloads on their makers site! I thought i would have to compile his source (only working DL there) but i found a copy of the exported/importer on a old quake forum.
Get it from my site here: <a href='http://www.avitar.net/dl/SpriteEditors.zip' target='_blank'>http://www.avitar.net/dl/SpriteEditors.zip</a>
-------------------- Note: -------------------- I found a good free sprite animator (not editor) here: <a href='http://www.michisoft.com/programs/sprite/' target='_blank'>http://www.michisoft.com/programs/sprite/</a>
I found this one (supposedly for CS) but i can't open exisintg sprites... <a href='http://apolyton.net/forums/showthread.php?s=&threadid=95985' target='_blank'>http://apolyton.net/forums/showthread.php?s=&threadid=95985</a>
Depending on how well the map works/lags I ma or may not get tid of the BC. With the new towers and sand bags I have added onto the cliffs I will see how bad it may lag. When i was playing by myself i was getting about 5-10 less Fps so I may get rid of them. I was going to post screens but I am at school and the last few days I was a divisionals for track(so we could get into state). And as surprising as it may be I actually made it to state in the 4x800(if anyone cares). That is also the reason why I have not updated for a few days or got much done. In reality I think im pretty much done. All I need in a bit of micromanagement and ALOT of testing to fix her up nicely. I tried posting all my screens up on NS World but for some reason only 2 went up(its been like 4 days too). I will try to get up some pics of the new towers up tonight but i dono if I will have enough time for it or working on the map, this week or 2 will probebly be really slow. Crunch time at school.
Ok, its friggin 5 in the moring so I got like 30 min to POST NEW SCREENIES! YEY! Not much change really, I added the towers and stuff and aligned ALOT of textures
what's with the weld near marine spawn, it doesnt do anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-raz0r+May 18 2004, 10:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (raz0r @ May 18 2004, 10:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what's with the weld near marine spawn, it doesnt do anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> lol, that is left there for a little easter egg, I just havent set it up yet. It used to be out next to the door but i hid it because it was in the way, so i put it behind the door through that little crack in it and you were able to weld it before but i put a null block in there so marines couldn't build in it. lol Ill put it back in somewhere again when I get to it. but as of now you will probebly need to enable noclip to get it too work and figure out what it does.
I want to add alot more weldables in the map, but I dont know where or what for. I was thinking about putting doors somewhere in the tunnel you have to weld open, but then it kinda would defeat the purpose of the tunnel as a NONopen access route. Do you think it would be bad if I added the doors for the top route only, cause there is still the dark tunnel underneath that skulks could still climb through to the floor vents. Marines just wouldnt be able to go through as easily cause, well... ...they cant climb walls. and the marines would have to weld open the door.
Comments
..... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
.....[][][][]
.....[][][][] <---(lol, rough drawning, pretend its upside down <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
[][][][][][][][][]
but I also have the earlier sugjested idea of having trigger_push there so when a skulk tries climbing down and around they fall instead of being able to keep there mouse at a 45 degree angle and fight the push and walk on the sky. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think you're estimating the power of leap. What if a skulk with adrenalin leaps around your barrier and touches the sky?
<span style='font-size:21pt;line-height:100%'>GET SOME MEDICIN GGG...</span>
and try working on that map looks awfull
since the skulk is moving in free space along the Z-axis (up) while leaping. I should think the skulk would be pushed back down just like the jetty and lerky.
Reminds me of one of those really old FireArms maps (from RC 2.0 or so <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
since the skulk is moving in free space along the Z-axis (up) while leaping. I should think the skulk would be pushed back down just like the jetty and lerky. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yes, the push is about 2 marine heights tall and is strong enough (I put it on 1000) that no one ever even touches the sky, skulks cannot get on there through leap I tested it for quite a while.
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=432' target='_blank'>http://nsworld.ns-central.co.uk/Map.php?UniqueID=432</a>
Still I must say I like this map. Not really the idea, but that how you made it.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I'm sorry but g2g... I'll post more later
<span style='color:red'><b>I NOW HAVE A DOWNLOAD LINK AVAILABLE </b></span>
<a href='http://www.chromeangel.co.uk/nsworld/uploads/ns_Bloodgultch.zip' target='_blank'>http://www.chromeangel.co.uk/nsworld/uploa...Bloodgultch.zip</a>
Any good sugestions?
for simplified names my friends said something like
ns_Valley
ns_canyon
ns_Pit
ns_road
ns_bases
now I dont find those to be very extrodinary or special names. Theyre just to bland and vauge(dono spelling). Does anyone know of any like well named canyons or desert areas or something?( <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> not black mesa) And maybe stay away from vague famous things plz, like "The Grand Canyon" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
Any good sugestions?
for simplified names my friends said something like
ns_Valley
ns_canyon
ns_Pit
ns_road
ns_bases
now I dont find those to be very extrodinary or special names. Theyre just to bland and vauge(dono spelling). Does anyone know of any like well named canyons or desert areas or something?( <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> not black mesa) And maybe stay away from vague famous things plz, like "The Grand Canyon" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
/edit
ns_pasture ? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
This will save 500 on r_speeds and your cruiser is still there.
I would be proud of something like that too (2 years ago <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) but it really boosts r_speeds. Especially those 10 (?) sided afterburner.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is there an easy way (cammand line) to make this conversion?
Wouldn't a knocked out blue background 512x512 streched texture mapped onto a func_wall be better for r_speeds provided you make the func_wal 1 unit thick?
<u>My quest to edit sprites:</u>
I finnaly located the old school ones that even have broken downloads on their makers site! I thought i would have to compile his source (only working DL there) but i found a copy of the exported/importer on a old quake forum.
Get it from my site here: <a href='http://www.avitar.net/dl/SpriteEditors.zip' target='_blank'>http://www.avitar.net/dl/SpriteEditors.zip</a>
--------------------
Note:
--------------------
I found a good free sprite animator (not editor) here:
<a href='http://www.michisoft.com/programs/sprite/' target='_blank'>http://www.michisoft.com/programs/sprite/</a>
I found this one (supposedly for CS) but i can't open exisintg sprites...
<a href='http://apolyton.net/forums/showthread.php?s=&threadid=95985' target='_blank'>http://apolyton.net/forums/showthread.php?s=&threadid=95985</a>
Not much change really, I added the towers and stuff and aligned ALOT of textures
That was my idea, but well work more on the rock texture!
And the map is looking good.
lol, that is left there for a little easter egg, I just havent set it up yet. It used to be out next to the door but i hid it because it was in the way, so i put it behind the door through that little crack in it and you were able to weld it before but i put a null block in there so marines couldn't build in it. lol Ill put it back in somewhere again when I get to it. but as of now you will probebly need to enable noclip to get it too work and figure out what it does.
I want to add alot more weldables in the map, but I dont know where or what for. I was thinking about putting doors somewhere in the tunnel you have to weld open, but then it kinda would defeat the purpose of the tunnel as a NONopen access route. Do you think it would be bad if I added the doors for the top route only, cause there is still the dark tunnel underneath that skulks could still climb through to the floor vents. Marines just wouldnt be able to go through as easily cause, well... ...they cant climb walls. and the marines would have to weld open the door.