<!--QuoteBegin-BlueNovember+Oct 9 2004, 05:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Oct 9 2004, 05:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Oct 8 2004, 01:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Oct 8 2004, 01:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm... I made a mistake. the release will be at <b>17</b>.10.04 (10|17|04 for the english fellows) I looked in the wrong line of my calender and realized yesterday, that the 10th is THIS week. sorry for that. and that has nothing to do with kobayashi <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> For the americans*
English use the proper method I think. <!--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--> Actually the w3c standard is yy/mm/dd , great to have 3 different versions isn't it..
Onto the map, its looking great, can't wait to play it!
<!--QuoteBegin-Reebdoog+Oct 15 2004, 07:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Oct 15 2004, 07:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Onto the map, its looking great, can't wait to play it! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> guess what? <b>ME</b> too!!!
progress: none. but I will try to finish the hive area today asap so I can do some minor fixes (doorspeed, making all elvators doors instead of func_trains,. adding sounds, adding namens, adding clipbrushes in 2 or 3 areas, adding/removing some details, allign textures on vertex manipulated brushes so they dont look wrong)
a lot of work to do. lets get the party started <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> *protection helmet*
keep it up yay <!--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--> Hopefully we'll get some new screens soon
<!--QuoteBegin-Lt.Gravity+Oct 16 2004, 03:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Oct 16 2004, 03:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->progress: none. but I will try to finish the hive area today asap so I can do some minor fixes (doorspeed, making all elvators doors instead of func_trains,. adding sounds, adding namens, adding clipbrushes in 2 or 3 areas, adding/removing some details, allign textures on vertex manipulated brushes so they dont look wrong)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As <span style='font-size:8pt;line-height:100%'>un</span>Official King of Names I grant thee mine aid in this most arduous task!
Shameless link, but acceptable because I really want to see this map done. Can't you release the beta w/o the dropship model? I'm sure it can't change the actual gameplay that much, it's pretty much icing on the cake as far as I can tell.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
I will lend you mine dropship, until U will got your done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I just finishedthe last hive area, two days of exremly nerv ripping work. I thought it was time to test it so Iadded lights and some ambient sounds. now Im waiting. *looks at the clock* 5 minutes...
and this is where the fun ends. this is just a catastrophe! I doubt the map will compile with THIS hive in it. that is frustrating. and look: even my "Leaf portals saw into leaf"-friends are back! and there are 5 of them. that looks like fun. after 18 months of work this is something I <b>DONT NEED YET!!!</b>
<!--QuoteBegin-Align+Oct 17 2004, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Oct 17 2004, 06:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Leaf saw into leaf means you have a concave brush. Dont try to make any sort of curve(except bulges) with vertex editing. You'll have to clip them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, leaf portal saw into leaf is caused by complex geometry, usually alot of triangles and such. If you'd have a concave brush, it would just tell you that you have an illegal brush and refuse to compile. The most common cause of HOMs (besides leaks) are Leaf portal saw into leaf errors.
I know what it means. Im very sorry guys but I wasnt able to create a playable version. after compiling about 1 1/2 hour (thanks to nems batch compiler that finally made the process work) I had to experience 1. some entities were messed up (elevators dont work correctly) ansd 2. that I checked the wrong compiler settings so you arent able to walk in the map. Im pretty angry about that, the map itself had been finished around 4pm but I had to spend hours to 1. get rit of some ridiculous leaks 2. get the compiler work. and of cause that wasnt enpugh, so my pc crashed in the middle of the compiling process. Im really **** off!!!
*calms down* now I will do what should be done when such a mess happens: I will quit the work for today. I will go to sleep.
I will have a deep and relaxed sleep so I have enough energy tomorrow to go to work, survive the day and work on the problem at the evening.
and I apologize to all the people that had been waiting <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> but believe me, a working version will be better than this ****.
Take your time on sorting the problems out, I would rather wait for a well constucted playable map, than one that looks rushed (not saying that any of the work i've seen off you looks rushed, just making a point).
(be sure to make multiple copies of the source and hide them all over town) with the errors you have been getting, and with the history of NS maps, your harddrive is bound to die... Im sorry its just fate...
* my hdd crashes -> backup on disc * my desk burns -> backup on another disk in a fireresistent box (thats my favourite) * my house explodes -> backup on the web
(so the most secure way to destroy the map is to destroy this planet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
I have to say that personally I dont care if this map takes one or two weeks longer. I spended 18 months on creating it. THAT is patience! and maybe I will get some more skins this week so I can include ALL custom models. this we FOR SHURE! *crosses fingers, just in case...*
Theres been a lot of new topics lately so heres a bump for ya <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'm sure Lt.Gravity knows where his thread is, and i would rather not click on it, thinking theres new stuff, when all it is, is someone bumping for no reason.
I forgot to post the layout. here it is: <img src='http://mitglied.lycos.de/centercross/ns_source/ns_source_finallayout.jpg' border='0' alt='user posted image' />
pretty self explaining. blue names with blue "H" is not meant to be a helicopter landing station but the hives <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> green dots are the resource nozzles.
yellow areas: this areas are completed but ot yet finished because I was unshure about design and gameplay. the centre area: its very rough atm but I will wait till the first test is finished. thats the most important area in this map and will be changed till its perfect playable.
red area: location of the "the source" hive, thats where all the bad things come from. unfonrtunately even the "exceeded max clipnodes"-error comes from this hive location <!--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--> thats why I cant compile. I will work on this tomorrow, the super fancy brushwork is too much for the compiler I guess. I wont post any screenshot of it but trust me, you will soon praise the invention of the siege-cannon.
something else to say? besides... - this baby took 18 months to be completed. (maybe a pre-start layout had been the better choice than starting without ANY idea of what the map would look like.)
- I redesigned the COMPLETE map 3 (!!!) times (including complete change from ns.wad to ns2.wad)
- the three hives and the ms had been finished after 1 month (wondering where the other 17 months are...)
- I removed/deleted so many locations because of gameplay issues, that I could create a complete different ns map out of it (no joke!)
- overall speeds are average 350, top of 630 (will be fixed soon)
- the number of total "Leaf portals saw into leaf"-errors during compile is 20! thats more than I had in my whole time since I learned mapping.
- its the first map that COMPLETELY ruled his creator, not the other way round
god, I will be so happy if this takes an end... fun is what you make off it. till you cant go back <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-TOmekki+Oct 21 2004, 05:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Oct 21 2004, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is there only 1 entrance to ms?
have you thought about vents/weld points?
its a huge map apparently so i suppose 10 rt's is good. keeps the game moving. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> no. there are two entrances to the ms. the "blips" on the right side of the ms are the rest of an area that is floaded, ergo not calculated for the minimap. also the area on the left side of the source hive, ergo THREE entrances. one of these (middle) is a weldable door. but there is only one weldpoint in the map, couldnt think of another that makes sense <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
vents: there are actually 2 vents, both leading near the ms and two shortcuts somewhere near the hives. but they are this short, they doesnt count as vents <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
10 rts... thought I missed one. hopefully this kind of layout works well.
edit: yes, its a very big map. ms to ore/compression hive each about 40 seconds. not to mention the source hive. but its not one of those complex maps, you have to walk through hours just to get a rough idea of the main routes and important locations. in case nonone has seen this: there are 3 areas with 4(!!!) entrances each. this map really is an experiment.
I like the look of the layout, but can you highlight the Vents please? It seems that to get somewhere there is always a primary route, a longer secondary route, but not many vent routes. I think you should leave it for now, betatest, then add:
- Vents where needed. Both for greater 'entropy' (can't believe I used that stupid word) and areas which could benefit from a bit of Lerk-sporing
- Add some func_weldables to seal off vents that might be too powerful for Aliens or to make Aliens have to travel further to key areas. Maybe make one of the doors in the 4-entrance rooms weldable. etc. etc.
green areas are vents/ventlike cover. green line is a vent I thought about quite a time. I will add it when the map wont refuse to compile anymore, ergo when enough clipnotes are left to do it. orange spark is the welding point <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I pretty shure thie map will work without tons of weird vents because its very alien friendly, lots of corners and dark spots to hide. skulks paradise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> and even onos can move without any problems. looking forward to work on my compile problem today, redesign of the "?" areas will be done AFTER betatest, cant let you wait any longer <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
imagine, you have finished your map. there are some areas left that you will most probably change later. but its roughly finished. you are satisfied with your work.
BUT
you compile the map with the wrong coppiler setting (last sunday). you get mad about your own fault but you try it a day later with the right settings. you get the ax-clipnotes error. you spend days on fixing some bugs, waiting for thewe so you have time to work on te really hard ones.
weekend: you compile the area that makes most troubles. you get 10 leaf to leaf errors. you try to fix it. after exporting the area from your rmf to the map file the editor changes all brushbased entities to solid brushes, so you cant run the map because of the trigger hurt (aaa brush that cannot be lighted error). you ask yourself if you are mentally disabled or if this is a nasty editor error. you compileit with the missing entities and itworks well. you go back and try to get rit of the errors by carefully vertex manipulating the solids, so the faces slit up correct. you try to compile. leak. you load the pointfile. and the line goes everywhere but NOT EVEN CLOSE to the areas I just manipulated. so I am notable to located te leak.
oh we've all been there <!--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-->
itll be worth it in the end though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
<!--QuoteBegin-Lt.Gravity+Oct 24 2004, 09:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Oct 24 2004, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I HATE HALFLIFE! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I must agree, after I got Alloblock:Full.
ok. Im fed up with this ****! after searching 2 hours for an error that changes every time I try to compile its time to get ANYTHING done! I decided to redesign the last hive surroundings. 1. the number of clipnodes will drop because there will be only few manipulated surfaces when Im done with the areas. 2. I will get rit of these errors.
but one thing is sad: I wanted to create a hyper-realistic hive setting and the finished locations were simple but nice. now I have to change them. shure this is very unimportant to all the people that want this map but its sad for me. anyways, this map is one the biggest, most advanced maps that is POSSIBLE with the hl engine. there arent any resources left, now I know why hl2 HAS TO come. so this is definetely my last hl1 map. never had been this annoyed by hl mapping than today <!--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-->
Comments
I looked in the wrong line of my calender and realized yesterday, that the 10th is THIS week. sorry for that. and that has nothing to do with kobayashi <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
For the americans*
English use the proper method I think. <!--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-->
Actually the w3c standard is yy/mm/dd , great to have 3 different versions isn't it..
Onto the map, its looking great, can't wait to play it!
guess what? <b>ME</b> too!!!
progress: none. but I will try to finish the hive area today asap so I can do some minor fixes (doorspeed, making all elvators doors instead of func_trains,. adding sounds, adding namens, adding clipbrushes in 2 or 3 areas, adding/removing some details, allign textures on vertex manipulated brushes so they dont look wrong)
a lot of work to do. lets get the party started
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> *protection helmet*
Hopefully we'll get some new screens soon
As <span style='font-size:8pt;line-height:100%'>un</span>Official King of Names I grant thee mine aid in this most arduous task!
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=73376&st=0' target='_blank'>support this map</a>
Still, no mining vehicle skin <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
and this is where the fun ends. this is just a catastrophe! I doubt the map will compile with THIS hive in it. that is frustrating. and look: even my "Leaf portals saw into leaf"-friends are back! and there are 5 of them. that looks like fun. after 18 months of work this is something I <b>DONT NEED YET!!!</b>
No, leaf portal saw into leaf is caused by complex geometry, usually alot of triangles and such. If you'd have a concave brush, it would just tell you that you have an illegal brush and refuse to compile. The most common cause of HOMs (besides leaks) are Leaf portal saw into leaf errors.
Im very sorry guys but I wasnt able to create a playable version. after compiling about 1 1/2 hour (thanks to nems batch compiler that finally made the process work) I had to experience 1. some entities were messed up (elevators dont work correctly) ansd 2. that I checked the wrong compiler settings so you arent able to walk in the map. Im pretty angry about that, the map itself had been finished around 4pm but I had to spend hours to 1. get rit of some ridiculous leaks 2. get the compiler work. and of cause that wasnt enpugh, so my pc crashed in the middle of the compiling process. Im really **** off!!!
*calms down*
now I will do what should be done when such a mess happens:
I will quit the work for today.
I will go to sleep.
I will have a deep and relaxed sleep so I have enough energy tomorrow to go to work, survive the day and work on the problem at the evening.
and I apologize to all the people that had been waiting <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> but believe me, a working version will be better than this ****.
-= Lt. Gravity =-
Get these problems sorted out...
(be sure to make multiple copies of the source and hide them all over town) with the errors you have been getting, and with the history of NS maps, your harddrive is bound to die... Im sorry its just fate...
Gl tomorrow.
* my hdd crashes -> backup on disc
* my desk burns -> backup on another disk in a fireresistent box (thats my favourite)
* my house explodes -> backup on the web
(so the most secure way to destroy the map is to destroy this planet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
I have to say that personally I dont care if this map takes one or two weeks longer. I spended 18 months on creating it. THAT is patience!
and maybe I will get some more skins this week so I can include ALL custom models. this we FOR SHURE! *crosses fingers, just in case...*
<img src='http://mitglied.lycos.de/centercross/ns_source/ns_source_finallayout.jpg' border='0' alt='user posted image' />
pretty self explaining. blue names with blue "H" is not meant to be a helicopter landing station but the hives <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> green dots are the resource nozzles.
yellow areas: this areas are completed but ot yet finished because I was unshure about design and gameplay. the centre area: its very rough atm but I will wait till the first test is finished. thats the most important area in this map and will be changed till its perfect playable.
red area: location of the "the source" hive, thats where all the bad things come from. unfonrtunately even the "exceeded max clipnodes"-error comes from this hive location <!--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--> thats why I cant compile. I will work on this tomorrow, the super fancy brushwork is too much for the compiler I guess. I wont post any screenshot of it but trust me, you will soon praise the invention of the siege-cannon.
something else to say? besides...
- this baby took 18 months to be completed. (maybe a pre-start layout had been the better choice than starting without ANY idea of what the map would look like.)
- I redesigned the COMPLETE map 3 (!!!) times (including complete change from ns.wad to ns2.wad)
- the three hives and the ms had been finished after 1 month (wondering where the other 17 months are...)
- I removed/deleted so many locations because of gameplay issues, that I could create a complete different ns map out of it (no joke!)
- overall speeds are average 350, top of 630 (will be fixed soon)
- the number of total "Leaf portals saw into leaf"-errors during compile is 20! thats more than I had in my whole time since I learned mapping.
- its the first map that COMPLETELY ruled his creator, not the other way round
god, I will be so happy if this takes an end... fun is what you make off it. till you cant go back <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
-= Lt. Gravity =-
have you thought about vents/weld points?
its a huge map apparently so i suppose 10 rt's is good. keeps the game moving.
have you thought about vents/weld points?
its a huge map apparently so i suppose 10 rt's is good. keeps the game moving. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
no. there are two entrances to the ms. the "blips" on the right side of the ms are the rest of an area that is floaded, ergo not calculated for the minimap. also the area on the left side of the source hive, ergo THREE entrances. one of these (middle) is a weldable door. but there is only one weldpoint in the map, couldnt think of another that makes sense <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
vents: there are actually 2 vents, both leading near the ms and two shortcuts somewhere near the hives. but they are this short, they doesnt count as vents <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
10 rts... thought I missed one. hopefully this kind of layout works well.
edit: yes, its a very big map. ms to ore/compression hive each about 40 seconds. not to mention the source hive. but its not one of those complex maps, you have to walk through hours just to get a rough idea of the main routes and important locations. in case nonone has seen this:
there are 3 areas with 4(!!!) entrances each. this map really is an experiment.
- Vents where needed. Both for greater 'entropy' (can't believe I used that stupid word) and areas which could benefit from a bit of Lerk-sporing
- Add some func_weldables to seal off vents that might be too powerful for Aliens or to make Aliens have to travel further to key areas. Maybe make one of the doors in the 4-entrance rooms weldable. etc. etc.
<img src='http://mitglied.lycos.de/centercross/ns_source/ns_source_layout2.jpg' border='0' alt='user posted image' />
green areas are vents/ventlike cover.
green line is a vent I thought about quite a time. I will add it when the map wont refuse to compile anymore, ergo when enough clipnotes are left to do it.
orange spark is the welding point <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I pretty shure thie map will work without tons of weird vents because its very alien friendly, lots of corners and dark spots to hide. skulks paradise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> and even onos can move without any problems. looking forward to work on my compile problem today, redesign of the "?" areas will be done AFTER betatest, cant let you wait any longer <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
*frustrated*
imagine, you have finished your map. there are some areas left that you will most probably change later. but its roughly finished. you are satisfied with your work.
BUT
you compile the map with the wrong coppiler setting (last sunday). you get mad about your own fault but you try it a day later with the right settings. you get the ax-clipnotes error. you spend days on fixing some bugs, waiting for thewe so you have time to work on te really hard ones.
weekend: you compile the area that makes most troubles. you get 10 leaf to leaf errors.
you try to fix it. after exporting the area from your rmf to the map file the editor changes all brushbased entities to solid brushes, so you cant run the map because of the trigger hurt (aaa brush that cannot be lighted error). you ask yourself if you are mentally disabled or if this is a nasty editor error.
you compileit with the missing entities and itworks well.
you go back and try to get rit of the errors by carefully vertex manipulating the solids, so the faces slit up correct. you try to compile. leak. you load the pointfile. and the line goes everywhere but NOT EVEN CLOSE to the areas I just manipulated. so I am notable to located te leak.
I HATE HALFLIFE!
oh we've all been there <!--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-->
itll be worth it in the end though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I must agree, after I got Alloblock:Full.
but one thing is sad: I wanted to create a hyper-realistic hive setting and the finished locations were simple but nice. now I have to change them. shure this is very unimportant to all the people that want this map but its sad for me. anyways, this map is one the biggest, most advanced maps that is POSSIBLE with the hl engine. there arent any resources left, now I know why hl2 HAS TO come. so this is definetely my last hl1 map. never had been this annoyed by hl mapping than today <!--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-->
But tihnk baout it, you have probably one of the most amazing maps made for NS thus far, and thats defiantley an achievment to be proud of!!!!