<a href='http://www.natural-selection.org/Mapping_Guidelines.html#Resource_Limits' target='_blank'>NS Mapping Guides, Resource Limits</a> The drop-dead limit is 275 runtime entitites, with below 200 recommended. If you browse through the mapping guidelines, they'll tell you that certain entities don't count toward that limit.
<!--QuoteBegin-semi-psychotic+Oct 26 2004, 04:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Oct 26 2004, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Resource_Limits' target='_blank'>NS Mapping Guides, Resource Limits</a> The drop-dead limit is 275 runtime entitites, with below 200 recommended. If you browse through the mapping guidelines, they'll tell you that certain entities don't count toward that limit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thanks, I lost my bookmark to the mapping guidelines and was too lazy to look for it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Thank you, sir.
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
looks pretty good, but you need to do something about your texturing. Particularly around the bottom of the pipe. I also think this room would look better with more of a vertical component visually, to emphasize the light, and that horizontally striped concrete just isn't doing it.
ye continue to amaze me sir. very very nice. and i agree with moultano, and thursday. the ceiling thingie lip needs to be retextured, and the pipe... looks like someone bumped their head on it and it popped up through the floor. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> you also need to retexture the thingies on the ends of the pipe. looking solid though. just some buff-up work to be done.
<!--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--> u should put some shafts coming from the big fan crossing the roof for the nice skull run safe to another rooms and in another forum one guy tell me what i will say to u: "dont put the hive so near the floor or will be digusting fighting, try make a whole in the floor". put a yellow light between the red and green stuff to look less ugly.
Just looked through all the posts. It is coming along nicely. I like how it reminds you of some maps, but it also is very different. The architecture looks very good and diverse from a lot of maps. I'm really looking forward to this one.
Just ran through a FULL VIS'd map and I have average r_speeds of 600 wpolys. One area peaks at 1007 wpolys for marines and one area peaks at 1006 for the commander <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. This is really exciting since I haven't done any optimizing at all. <!--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'm still working on this bad-boy, hope I can get some pictars up tomorrow. I had to re-do my entire comp (luckily I backup my work <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I learned many lessons from Nancy... and Fenris... and... oh posh, you get the idea!)
I've been away from the mapping scene, looking to hit it again. As I said, pictars tomorrow folks!! (Assuming I can of course!)
<!--QuoteBegin-BulletHead+Mar 29 2005, 11:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Mar 29 2005, 11:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> DarkATI, I have one question-
How do you do layouts? *blinky* I dun know how to make a layout shot *feels stupid*
Great map man! Wish we lived as neighbors... would be awsome to co-op on a map with ya! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> dev_overview 1 - then take a screenshot. (Requires dev and cheats enabled.)
<!--QuoteBegin-DarkATi+Mar 30 2005, 02:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Mar 30 2005, 02:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm still working on this bad-boy, hope I can get some pictars up tomorrow. I had to re-do my entire comp (luckily I backup my work <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I learned many lessons from Nancy... and Fenris... and... oh posh, you get the idea!)
I've been away from the mapping scene, looking to hit it again. As I said, pictars tomorrow folks!! (Assuming I can of course!)
~ DarkATi<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Good stuff, I've revisited the earlier posts too. The Simon Cowell of mapping, that still makes me giggle <!--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-->
We don't mind that you have been away from the mapping scene, if anything <i>I mind</i> you're not working on your project for Source, Rise of Power <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> While I'm here good job on what you have done so far on both projects, look forward to them both.
<!--QuoteBegin-Swiftspear+Mar 30 2005, 06:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 30 2005, 06:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Your style reminds me alot of bast, slightly less polished, but still similar. I like it.
More screenies please! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Really? Well, that is a supreme compliment, Relic was one heck of a mapper and Bast... is one heck of a map. I tried to vary my geometry and textures enough so that none of it looks too much like any other map but I think my influences are quite obvious - Bast, Eclipse and Nancy!
I'm away from my mapping computer now, boo. I haven't even tested a compile on my new re-done machine... garhg!
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
i remember followin this thread back when it started.. i loved the look and feel of the map, its a unique style, i think. deff get to work on it damnit.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2005
<!--QuoteBegin-BulletHead+Mar 31 2005, 02:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Mar 31 2005, 02:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how do you get developer to work... it NEVER turns on for me... says it can't be enabled in a multiplayer game
now I feel like a nub 0o' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Go to the console using the '`' button and then -->
<!--QuoteBegin-Kouji San+Mar 30 2005, 07:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 30 2005, 07:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BulletHead+Mar 31 2005, 02:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Mar 31 2005, 02:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how do you get developer to work... it NEVER turns on for me... says it can't be enabled in a multiplayer game
now I feel like a nub 0o' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Go to the console using the '`' button and then -->
sv_cheats 1 developer 1 map yourmapname <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Kouji is correct, you must enable cheats and dev mode PRIOR TO starting your map or it won't work, or won't work right anyway.
Or, instead of doing that each time you load up NS, you could just do this:
Go to your Steam Play Games Menu. Right click on Half-Life. Choose Properties. Click on Launch Options. A window should come up, and type this into it: -dev
And you're done. By doing this, you don't have to type in developer 1 each time you load up NS.
Comments
The drop-dead limit is 275 runtime entitites, with below 200 recommended. If you browse through the mapping guidelines, they'll tell you that certain entities don't count toward that limit.
The drop-dead limit is 275 runtime entitites, with below 200 recommended. If you browse through the mapping guidelines, they'll tell you that certain entities don't count toward that limit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks, I lost my bookmark to the mapping guidelines and was too lazy to look for it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Thank you, sir.
~ DarkATi
~ DarkATi
Lip-trim the pipe, <b>lip-trim the door</b> (that cut-out looks terrible). I'm liking the general architecture.
~ DarkATi
Keep up the awesome work.
layout looks promising too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~ DarkATi
I've been away from the mapping scene, looking to hit it again. As I said, pictars tomorrow folks!! (Assuming I can of course!)
~ DarkATi
How do you do layouts? *blinky* I dun know how to make a layout shot *feels stupid*
Great map man! Wish we lived as neighbors... would be awsome to co-op on a map with ya!
How do you do layouts? *blinky* I dun know how to make a layout shot *feels stupid*
Great map man! Wish we lived as neighbors... would be awsome to co-op on a map with ya! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
dev_overview 1 - then take a screenshot. (Requires dev and cheats enabled.)
~ DarkATi
I've been away from the mapping scene, looking to hit it again. As I said, pictars tomorrow folks!! (Assuming I can of course!)
~ DarkATi<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Good stuff, I've revisited the earlier posts too. The Simon Cowell of mapping, that still makes me giggle <!--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-->
We don't mind that you have been away from the mapping scene, if anything <i>I mind</i> you're not working on your project for Source, Rise of Power <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> While I'm here good job on what you have done so far on both projects, look forward to them both.
*That thar crap spelling has been corrected.
More screenies please!
More screenies please! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Really? Well, that is a supreme compliment, Relic was one heck of a mapper and Bast... is one heck of a map. I tried to vary my geometry and textures enough so that none of it looks too much like any other map but I think my influences are quite obvious - Bast, Eclipse and Nancy!
I'm away from my mapping computer now, boo. I haven't even tested a compile on my new re-done machine... garhg!
~ DarkATi
now I feel like a nub 0o'
now I feel like a nub 0o' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Go to the console using the '`' button and then -->
sv_cheats 1
developer 1
map yourmapname
now I feel like a nub 0o' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Go to the console using the '`' button and then -->
sv_cheats 1
developer 1
map yourmapname <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Kouji is correct, you must enable cheats and dev mode PRIOR TO starting your map or it won't work, or won't work right anyway.
~ DarkATi
Go to your Steam Play Games Menu.
Right click on Half-Life.
Choose Properties.
Click on Launch Options.
A window should come up, and type this into it: -dev
And you're done. By doing this, you don't have to type in developer 1 each time you load up NS.