First Ns Map

masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
edited March 2003 in Mapping Forum
<div class="IPBDescription">***cries***</div> <img src='http://masterswordman.home.attbi.com/firstnsmap.jpg' border='0' alt='user posted image'>
It's just a ready room in the pic, I'm gonna drop this map, but use the same idea.

First pic = ReadyRoom

Second pic = Alien join team, you have to jump through a fence of sorts (hole in the middle) I would probably make it brighter outside

Third pic = Just annother view

I'm a good mapper, but I just can't do this NS stuff, no great ideas, just still thinking about the outside maps I make for PVK <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Comments

  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    oh yeah, I'm gonna put a ship in it, and get some custom textures too
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    With that glass floor you'll be able to see the actual map from there, which will look well dodgy.
  • CypherCypher Join Date: 2003-03-16 Member: 14579Members
    No good Ideas? I like that ready room...I thought it would be cool at first to make a small hole for a team entrence, but some people can just crouch there to make it so people cant join teams, so you probably should make it either bigger or make a normal entrence...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <!--QuoteBegin--ChromeAngel+Mar 19 2003, 01:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Mar 19 2003, 01:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With that glass floor you'll be able to see the actual map from there, which will look well dodgy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    not if its more far away than the viewdistance.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    well the readyroom is just a concept, seeing if it will fit in. For my alien entrace there is a hole, but I will delete it if I make the map.


    Also, infodecals didn't appear
  • alien1alien1 Join Date: 2003-03-18 Member: 14662Members
    edited March 2003
    <!--QuoteBegin--ChromeAngel+Mar 19 2003, 01:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Mar 19 2003, 01:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->With that glass floor you'll be able to see the actual map from there, which will look well dodgy.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Actually, unless no vis is done, brushes from the main level will NOT be rendered from the readyroom.

    I'm not totally sure the same applies to entities, vis seems to be more biased to rendering them
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    Umm, how are you going to join a team? That looks a little steap.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    There is a bridge from where I am taking the picture, I surrounded the ready room with sky textures, and hint textures <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> kinda noobish, but it works fine, I made a level ajasent to it, and it's just a concept. There is supposed to be a ship in the middle.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    It sorta reminds me of the Central Hub from Z.O.E.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Zone of the Enders. A game that half the people baught just to see the Metal Gear Solid 2 Demo.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    I would see why they would <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SoulSoul Join Date: 2002-11-01 Member: 1926Members
    <!--QuoteBegin--Ollj+Mar 19 2003, 06:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 19 2003, 06:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ChromeAngel+Mar 19 2003, 01:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Mar 19 2003, 01:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With that glass floor you'll be able to see the actual map from there, which will look well dodgy. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    not if its more far away than the viewdistance. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If it's mapped correctly you wouldn't be able to see it anyway the way half life renders things, I do it with merl's all the time
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    that problem was avoided by making the ready room and the level in their own "sky" boxes, thou the level didn't have one, exclosed by a hint brush. I know what you mean crome, I didn't think of the hint the fist time around it I could see my whole level, it was nasty
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