Map Suggestions Needed!
Mifzor
Join Date: 2002-11-16 Member: 8880Members
<div class="IPBDescription">I've started a new map..</div> I need to find out what people really want. I have the marine base done and the ready room done, so it can go anywhere at this point-- just that the marine base only has openings on one side if I can manage that.
I was thinking about a choke design, where EVERYTHING went around a central location... And the entire map was built around that.
And then there was Marine's base in the center.. 3 hives around it. I thought this might give the marines a significant disadvantage, however, unless I was to make some pretty spiffy hallway designs that somehow aided the marines.
And I was even thinking about a half outdoor area, as if the marines were in the last standing base and that they have to recapture the other hived ones. Probably either a desert theme due to an abundance of textures relating to that.. If I could use firearms, I'd probably do jungle.
I wish I could make cohesive textures.. I'm just not good at that. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I was thinking about a choke design, where EVERYTHING went around a central location... And the entire map was built around that.
And then there was Marine's base in the center.. 3 hives around it. I thought this might give the marines a significant disadvantage, however, unless I was to make some pretty spiffy hallway designs that somehow aided the marines.
And I was even thinking about a half outdoor area, as if the marines were in the last standing base and that they have to recapture the other hived ones. Probably either a desert theme due to an abundance of textures relating to that.. If I could use firearms, I'd probably do jungle.
I wish I could make cohesive textures.. I'm just not good at that. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Comments
Of course, I could solve that by simply going through and alternating the x and y of the walkways so that there is always an open space.. It'd look like a cone.
Oh, this is OT, but.. are there any NS light textures that actually give off light? I find that, for the most part, light entities are just a bit.. too.. bright.
And one more thing..
Ehh.. Command centers.. How can I place them for the beginning of the game(s)?
Well, er, you could make them give off light. There are loads of ways to do this. You could change your lights.rad or crate a shader which gives off some light, or... you could have sprites over small spotlights, and have the glowing bright effect come through.
And comm centers are the team_command ent. I think wait.. uhm... yeah. Team one.
I know there is also a few other kool effects you can do (emulate fog anyone <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
I'm currently messing with seethroughness of the cielings, only to be greeted by a lovely LEAK LEAK LEAK error (which I expected, I didn't put a brush containing the entity). Furthermore, I couldn't see the base at all..
What's up?