Map Suggestions Needed!

MifzorMifzor 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-->

Comments

  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    well outdoor is not encouraged so refrain from that, if your make an indoor jungle (or lets say halls with trees and such then you could get away with it). I'd suggest a big like central hub of multi floors in the middle with the VERY middle being nothing all the way up and down (with blackness at either end)...
  • MifzorMifzor Join Date: 2002-11-16 Member: 8880Members
    edited November 2002
    That'd be cool.. but the commander would have some troubles with locating marines in such an important spot to covering..

    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)?
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    edited November 2002
    <!--QuoteBegin--Mifzor+Nov 17 2002, 03:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mifzor @ Nov 17 2002, 03:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    use the env_glow for glowing "spirits" pls people PLS! for teh love of gorge! It also adds a kneet distance effect if you do...
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Pssh. You can do that effect either way.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    doesn't the center get brighter the farther you go with a glow though?
    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-->)
  • MifzorMifzor Join Date: 2002-11-16 Member: 8880Members
    Wait a minute- I didn't know you could mess with the lights.rad! How do ya do that anyways?
  • MifzorMifzor Join Date: 2002-11-16 Member: 8880Members
    Oh and yet more questions:

    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?
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    edited November 2002
    put a non entity brush outside your grate, your last colour in the pallet will be the invisible colour.
  • MifzorMifzor Join Date: 2002-11-16 Member: 8880Members
    I mean func_seethrough- I applied that entity to a cieling, and as a commander I could not see though it. If I put a non-entity brush outside of it, will that happen to cause the commander's view to be obstructed? Or is there a set height at which the commander's view stays at?
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    you have to turn the alpha value to like 16... and I think they should impliment a "jump" command to the commander, so you can jump up a level i mean Thats all they have to do to make maps multi layed. Have a command to go up a "jump" point or down a "jump point" and then the mapper puts there jump points at diffrent altitudes in there map.
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