Ns_Cryo
ThorsMapper
Join Date: 2006-12-19 Member: 59138Members
<div class="IPBDescription">Map WIP</div>Map name: NS_Cryo
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<b><!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro-->History<!--colorc--></span><!--/colorc--></b>
Once known as Earth's best defense against a nuclear strike from the planet Oregano, Cryostasis Labs. never saw it coming. The attack from <!--coloro:#CC33CC--><span style="color:#CC33CC"><!--/coloro-->Achio's<!--colorc--></span><!--/colorc--> asteroid which was filled with Kharaa; smashed into Cryostasis Labs, shutting down 75% of their productivity, they were forced to shut down, and send in the TSA. Once breached, they found horror. Once known as civilization; is now a barren wasteland of toxic dump, Kharaa infestation, and mangled body parts. Three sectors, <!--coloro:#009900--><span style="color:#009900"><!--/coloro-->Green Toxic Waste Dump<!--colorc--></span><!--/colorc-->, <!--coloro:#33CCFF--><span style="color:#33CCFF"><!--/coloro-->Blue Water Control<!--colorc--></span><!--/colorc-->, and <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Yellow Cryostasis Chamber Hall<!--colorc--></span><!--/colorc-->, have all been infested with Kharaa. The only sector left is <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Red, The Emergency Service Route<!--colorc--></span><!--/colorc-->, is now under attack. The TSA are striving and fighting off the Kharaa as much as they can. With out Sector <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Red<!--colorc--></span><!--/colorc-->, the Earth is doomed from attack of the Kharaa. Cryostasis is the last stop before reaching Earth, and the TSA aren't winning.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sector Blue - 0%
Sector Green - 0%
Sector Red - 80%
Sector Yellow - 0%
Ready Room - 0%
Custom Textures - 0%
Custom Models - 0%
Custom Sounds - 0%
Lighting - 0%
Balanced walking distance - 1%
This map is dedicated to those who brought NS to what it is today. Those who struggled to gain their skill of custom mapping, texturing, animation, skinning, and sound engineering, have helped us all to let us be where we are today. Thank you!
Screenshots will be posted Tuesday.
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<b><!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro-->History<!--colorc--></span><!--/colorc--></b>
Once known as Earth's best defense against a nuclear strike from the planet Oregano, Cryostasis Labs. never saw it coming. The attack from <!--coloro:#CC33CC--><span style="color:#CC33CC"><!--/coloro-->Achio's<!--colorc--></span><!--/colorc--> asteroid which was filled with Kharaa; smashed into Cryostasis Labs, shutting down 75% of their productivity, they were forced to shut down, and send in the TSA. Once breached, they found horror. Once known as civilization; is now a barren wasteland of toxic dump, Kharaa infestation, and mangled body parts. Three sectors, <!--coloro:#009900--><span style="color:#009900"><!--/coloro-->Green Toxic Waste Dump<!--colorc--></span><!--/colorc-->, <!--coloro:#33CCFF--><span style="color:#33CCFF"><!--/coloro-->Blue Water Control<!--colorc--></span><!--/colorc-->, and <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Yellow Cryostasis Chamber Hall<!--colorc--></span><!--/colorc-->, have all been infested with Kharaa. The only sector left is <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Red, The Emergency Service Route<!--colorc--></span><!--/colorc-->, is now under attack. The TSA are striving and fighting off the Kharaa as much as they can. With out Sector <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Red<!--colorc--></span><!--/colorc-->, the Earth is doomed from attack of the Kharaa. Cryostasis is the last stop before reaching Earth, and the TSA aren't winning.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sector Blue - 0%
Sector Green - 0%
Sector Red - 80%
Sector Yellow - 0%
Ready Room - 0%
Custom Textures - 0%
Custom Models - 0%
Custom Sounds - 0%
Lighting - 0%
Balanced walking distance - 1%
This map is dedicated to those who brought NS to what it is today. Those who struggled to gain their skill of custom mapping, texturing, animation, skinning, and sound engineering, have helped us all to let us be where we are today. Thank you!
Screenshots will be posted Tuesday.
Comments
Must. See. Screenshots.
Cheers,
~ DarkATi
<img src="http://img104.imageshack.us/img104/9218/red1dn3.jpg" border="0" alt="IPB Image" />
<img src="http://img180.imageshack.us/img180/233/red2wc8.jpg" border="0" alt="IPB Image" />
This is section Red. Otherwise known as Marine Start. This is 80% done. Would someone mind help me make those pipes? I've never done pipes before lol
Remember the commander will have to be able to see through those pipes. An MS where pipes are in the way would be really annoying. And the RT housing pretty as it may be.
Best thing to do would be to make your own pipes! (not cylinders from the primitives menu). Make a pipe octagonal (yes I know they might be 8 sided but I mean... well.. read on) makes it easier. You make a block and then, much like your room, you clip the corners on all four sides. It is really a truncated square.
I also notice the corners of your room has overlapping brushes. This is undesirable as opposed to vertex manipulating the 45 degree brushes to meet smoothly with the right angled ones.
You might need to explore the do's and don't of vertex manipulation. I wish I had a link for a web page called that.
If you suggest an irc channel I can join and attempt to explain.
As for your design... I like. I think you could exacerbate the giant pipes thing and loose some of the cubular room appearance in one go. Like having 2 huge pipes on the floor or as part of one wall entirely. It would create a more lively shape to the room.
Keep on mappin!
Redesigning corners - Done
Removing Pipes - Done
Adding light - Done
Adding doors ( with horizontal slides ) - Still in progress
Other things done
Lowered ceiling
Resized room
Added crates
Added SMALL decent pipes
Pipes are fun, but like I've done is just put the other half inside the wall. Making them much easier to work with. But alas they have already been removed from the map "BlackPlague" told me (shown me even)
Like SteveR said, overlapping brushes not only will look weird (lighting/texturing). They will probably give you some very weird clipping hulls and other compiler related crap ya don't want...
And you be quiet DarkATi, we've been waiting on your screenshots way longer and all you come up with is just one and a lame excuse "omagosh my hand is hurt" J/K <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
And you be quiet DarkATi, we've been waiting on your screenshots way longer and all you come up with is just one and a lame excuse "omagosh my hand is hurt" J/K <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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You speak the truth, Kouji!!!
But that's why I never say, "pics will be up on [insert day here]." I know how lazy I can be. :-P
And... Blackplague... I mean... "Thorsmapper" I was expecting something compiled man!!! But it looks really crazy in VHE.
Cheers,
~ DarkATi
If you have put the pipes inside a wall, then i have the reason why cliptype precise might not work with your map. It is very picky when it comes to overlapping brushes, even if they are quite simple.
@Thors
I like your enthusiasm about your map, but you should compile your work before posting screenshots... Screenshots from hammer just dont look good. Keep it up!
If I find it there will be an edit of this post <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
[edit]
easier then I though to find it!
<a href="http://members.home.nl/m.borgman/ns-forum/Untitled-asdsadsad1.jpg" target="_blank">http://members.home.nl/m.borgman/ns-forum/...-asdsadsad1.jpg</a> <-- dont dis the name!
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might i ask how the hell you made that corner piece? Assuming its a solid object. If its 3 brushes, no worries, but if its one, goddamn that mustve been annoying. Ctrl-F only goes so far.
Just have a looksee at screenshots 5 and 8 in Achio thread, I have them pipes and variation of them at aft engine, port material displacement core, starboard engine and H-junction. Clipbrushed to the max of course ^^
The texturing was the harderst part, vertexmanipulation is pretty easy imho, IF you create these in a new map file or use vis groups (I was forced to finally use visgroups, because Achio has to many objects for VHE to display <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)