<!--QuoteBegin-Dorian Gray+Aug 6 2004, 12:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ Aug 6 2004, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah I just made the two sets since the upper place is easier to hit when the fade is just blinking around, but maybe make a note about ducking somewhere. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> around 70% of fades duck while they are blinking, so this isn't even that true. All good fades duck at all possible times, only popping up when they have to walkerfade chase a rine who is too close to blinkslash.
<!--QuoteBegin-Swiftspear+Aug 6 2004, 12:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Aug 6 2004, 12:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-adeebowashisnamo+Aug 6 2004, 12:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (adeebowashisnamo @ Aug 6 2004, 12:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> for the fade: the circle near the **** should be more eye catching because that is the best place to shoot it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I honestly think the upper circles should be removed altogether, as it isn't even on the fades hitbox at all for a ducking fade. I know it will seem kind of strange to newbies that the target is centered on a relitively small (and perhaps somewhat disturbing) area, but they are better off asking why its there and getting a useful answer, than being fooled by a training map (expecially an offical one). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> But what if the bug got fixed?
Even still, I agree the only circle should be on the groin. It can't hurt more than it could possibly help.
<!--QuoteBegin-Swiftspear+Aug 6 2004, 12:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Aug 6 2004, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> around 70% of fades duck while they are blinking, so this isn't even that true. All good fades duck at all possible times, only popping up when they have to walkerfade chase a rine who is too close to blinkslash. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i had no idea u hav to aim for the *** but i suppose it makes sense... anyway, ive gotten rid of the stringy bits, made the roof dome shaped, added some more infestation, and some subtle steam and drippage as well, any other suggestions, i wanna get this room wrapped up today?
When is it done? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> i wanna play it.
<!--QuoteBegin-Nz-Nexus+Aug 6 2004, 01:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ Aug 6 2004, 01:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When is it done? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> i wanna play it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, technically, you won't "play" it, if you know what I mean.
argggghhhhhhhhhhh, cant change the frickin index for the blue on those target textures to 255 :'(
<!--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-->When is it done? i wanna play it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
"its done when its done" actually that p*ss3s me off when ppl say that, eta 1-2 weeks for the level to be walk-around-able
Meat_Popsicle, open the file in Wally, change the last colour in the palette to some colour, such as bright blue, then just fill the outsides with that color. Save, and you should be done. You can also do this with PSP/PS.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Good job so far <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
wuld somebody like to make the briefing room for me?? (look on the plan on pg1 if ur sure unsure to wat i mean)... cos itll mean the less time i spend on that the more time ive got to make the siege and hive rooms extra special
PM me if u fancy it and ill send u wat u need to get going
Id make you one but im never good with the textures (most of my work that no one ever sees is one texture, mainly becouse I cant make the textures to fit as I ned them to be aka make them)
i culd do with a butt load of holographic signs, i made the list on the 2nd or 3rd page i think <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> and voice acting for the captain blokey needs doing but theres not much point until weve got further with the map itself
edit: conceptual sketches of ideas wuld also be cool, i hav no real plans for the supply room (the one u weld into), or the siege room yet, alltho ive just thought the siege room might look good as like a docking bay, kinda like the ms in co_kestral
nice work, can't wait for this to finish. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> There wasn't supposed to be an onos AFAIK <!--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--> there should still be the "HOLY *#@@!*$" feeling coming from them the first time they see an onos.
It should be something like, "There may be other life forms not covered in this basic training, so be alert!"
But part of this game is being increadably scared when you see the first onos.
nice work, can't wait for this to finish. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> There wasn't supposed to be an onos AFAIK <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> there should still be the "HOLY *#@@!*$" feeling coming from them the first time they see an onos.
It should be something like, "There may be other life forms not covered in this basic training, so be alert!"
But part of this game is being increadably scared when you see the first onos. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> We all know that our first encounter with an onos was not running away from one, but rather gestating to one for 15 games straight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
hmm, maybe u culd see a silhouette of one from a distance, sneaky peak sorta thing
but anyway, heres a progress update:
* target range is all but done apart from the way the targets pop out is a little dodgy and i still havnt got the textures transparent, nothin major
* weapons corridor is all nicely textured and just needs weapons
* marine spawn is just needing a bit of detailing by ron2k and thatll be sorted
* hibame's remaking the briefing room cos he made it proper massive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
* finished the supply room
* making the big cylindrical thing the hive hangs from as we speak and i hav the basic shape of the hive room done
* still waiting to hear from sheena regarding doing all the computer voices for the weapon descriptions
* still waiting on scripts + voices for the briefing room
I didn't play on a training map to learn NS... ? It just takes time. It's like learning a language by reading a book. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
<!--QuoteBegin-spit_fire+Aug 9 2004, 08:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spit_fire @ Aug 9 2004, 08:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I didn't play on a training map to learn NS... ? It just takes time. It's like learning a language by reading a book. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yeah, i dont know what your talking about. i think 99% of the people here have learned through time. trust me, if i had the option of playing a training course, i would DEFENITELY take it. keep up the work meat.
if you need any help i will be more then happy to lend a hand, check my e-mail if you need some one to share the work load, but hey keep up the great work (PS let me know how you make the holograms)
Texture usage is just amazing! Really can't wait to see that in-game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Damn, now I'm going to have to seriously improve that little stasis room of mine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Make the lights go out somewhere or have a dark corridor for using the flashlight (i know its pretty much useless in game, but adds atmosphere). Could have some onos noises and other alien sound effects playing as well to help with the effect.
<!--QuoteBegin-Twilight+Aug 10 2004, 10:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twilight @ Aug 10 2004, 10:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make the lights go out somewhere or have a dark corridor for using the flashlight (i know its pretty much useless in game, but adds atmosphere). Could have some onos noises and other alien sound effects playing as well to help with the effect. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> thatll be a good way to end the level actually, go down a corridor, the lights shut down, u hear an onos roar, they blink on quickly showing the silhoutte of an onos at the end of the corridor b4 they shut down again for a few seconds in which time the onos has mysteriously dissapeared
<!--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-->im sure you know this already, but im hoping you will be adding more infestation there. maybe some crap dripping down from the ceiling.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lol, the poly counts at about 600-800 allready, ill see wat its like lookin out the peep hole and add as much as i can, it wuld be better if a gd texture artist culd go over the textures with infestation tho.
compiling a lit version now, ill post in a bit
edit: i do allready hav a drippy effect coming from the hive cylinder thing
Comments
around 70% of fades duck while they are blinking, so this isn't even that true. All good fades duck at all possible times, only popping up when they have to walkerfade chase a rine who is too close to blinkslash.
I honestly think the upper circles should be removed altogether, as it isn't even on the fades hitbox at all for a ducking fade. I know it will seem kind of strange to newbies that the target is centered on a relitively small (and perhaps somewhat disturbing) area, but they are better off asking why its there and getting a useful answer, than being fooled by a training map (expecially an offical one). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
But what if the bug got fixed?
Even still, I agree the only circle should be on the groin. It can't hurt more than it could possibly help.
EDIT:
WOW GOOD job with the shooting room.
i had no idea u hav to aim for the *** but i suppose it makes sense...
anyway, ive gotten rid of the stringy bits, made the roof dome shaped, added some more infestation, and some subtle steam and drippage as well, any other suggestions, i wanna get this room wrapped up today?
Well, technically, you won't "play" it, if you know what I mean.
<!--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-->When is it done? i wanna play it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
"its done when its done" actually that p*ss3s me off when ppl say that, eta 1-2 weeks for the level to be walk-around-able
hows that room comin along ron, any screens yet?
PM me if u fancy it and ill send u wat u need to get going
edit: conceptual sketches of ideas wuld also be cool, i hav no real plans for the supply room (the one u weld into), or the siege room yet, alltho ive just thought the siege room might look good as like a docking bay, kinda like the ms in co_kestral
nice work, can't wait for this to finish. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
There wasn't supposed to be an onos AFAIK <!--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-->
there should still be the "HOLY *#@@!*$" feeling coming from them the first time they see an onos.
It should be something like, "There may be other life forms not covered in this basic training, so be alert!"
But part of this game is being increadably scared when you see the first onos.
nice work, can't wait for this to finish. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
There wasn't supposed to be an onos AFAIK <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
there should still be the "HOLY *#@@!*$" feeling coming from them the first time they see an onos.
It should be something like, "There may be other life forms not covered in this basic training, so be alert!"
But part of this game is being increadably scared when you see the first onos. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We all know that our first encounter with an onos was not running away from one, but rather gestating to one for 15 games straight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
But yeah, do that, it'll peak their interest.
but anyway, heres a progress update:
* target range is all but done apart from the way the targets pop out is a little dodgy and i still havnt got the textures transparent, nothin major
* weapons corridor is all nicely textured and just needs weapons
* marine spawn is just needing a bit of detailing by ron2k and thatll be sorted
* hibame's remaking the briefing room cos he made it proper massive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
* finished the supply room
* making the big cylindrical thing the hive hangs from as we speak and i hav the basic shape of the hive room done
* still waiting to hear from sheena regarding doing all the computer voices for the weapon descriptions
* still waiting on scripts + voices for the briefing room
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
they HAVE to add this in NS. just make a link on the splash screen that says "NS Training Course".
good job man!! cant wait to see it.
yeah, i dont know what your talking about. i think 99% of the people here have learned through time. trust me, if i had the option of playing a training course, i would DEFENITELY take it. keep up the work meat.
<img src='http://www.bios-clan.uk-xtreme.net/images/training/hive_concept.jpg' border='0' alt='user posted image' />
and heres how its comin along (unlit hammer render)
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_9.jpg' border='0' alt='user posted image' />
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Really can't wait to see that in-game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Seriously, good job on the hive.
thatll be a good way to end the level actually, go down a corridor, the lights shut down, u hear an onos roar, they blink on quickly showing the silhoutte of an onos at the end of the corridor b4 they shut down again for a few seconds in which time the onos has mysteriously dissapeared
<!--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-->im sure you know this already, but im hoping you will be adding more infestation there. maybe some crap dripping down from the ceiling.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lol, the poly counts at about 600-800 allready, ill see wat its like lookin out the peep hole and add as much as i can, it wuld be better if a gd texture artist culd go over the textures with infestation tho.
compiling a lit version now, ill post in a bit
edit: i do allready hav a drippy effect coming from the hive cylinder thing