I really like what you have here, but I think you might have used too much Lava in some places. Pic2 hurts my eyes, and I would hate to be a marine walking along the edge of "the first resource node" picture. It seems too bright. I think cutting back on the lava and getting more lighting contrast would be a really good improvment. *edit* I think its a little odd that you go from Cool blue to Bright red/yellowish lava. But it might just be me */edit*
well the lava i cant think of how to darken it down, cuz thats the color of it, maybe i could put some kind of wall, or cover over it to block it. But right now im trying to figure out wut to do becuase my lava doesnt do damage, if i cange it to a func_water then u cant see it, it becomes clear, also in a few cases if u walk under those buckets that hold lava u'd be in the lava and burn up. As for the edges, i can add railings, i just thought it'd be a lot funner wtching some1 your having a fight with fall in becuase he wasnt watching where he was going, or paniced
for the lava, uese a func_hurt (or trigger_hurt, forget which it's called) and set the damamge to something insanely high, like 1000. insta gib!
as for crits.... whilst the floors of your rooms are great, the walls and ceiling have something to be desired *the rooms look like cubes that have really good floor work*... try making a room with 5 walls and sloped ceilings.... just add some angles in there that are other than 90 degreese.
like here's an overhead of a simple "different" room
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alot of your rooms have unused corners where no one will go to... lop them off, and you'll create a more claustraphobic atmosphere without compromising gameplay and travel paths
aye, i understand and im startings a new map, that one was just something i put together to, just get a better feel of worldcraft and a sloppy job to attepmt to becoem a beta tester, but im ganna try to do better, if i finish it by the 28th then ill send it in, but i still need a goood theme, a unique theme
How about an overrun space colony with barracs, a kitchen and stuff <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I remember a long time ago on the old forums the idea of an upside-down spaceship that crashed- the entire map upside down, somethings fallen to the ceilng, other things like tables bolted to the floor and are above your head, rock protruding through acess ways and rooms making navigation impossible, lots of potential for a background story too... someone said that they were going to make one, but... I've not heard anything about it... so why not give it a try?
well i kinda came up with an idea, its ganna be similar to europa, but i guess there are only so mayn things, im ganna make sure i dont take any ideas from what he's posted, or try not to. I got teh map hallowed already and connected, i just gota make a few patches in walls where it became an invalid shape, and lower r_speeds, its at 2000-3000 average <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo--> problem i think is, the shape, i made all the tunnels and buildings rouned, seven sided halls 8 sided buildings ^ / \ \ / \ | | | | <--room, top view \ __ /
I'm pretty sure that was Comprox's map, and coil was going to make a tipped over map, not sure if he still is (a shame, really). Btw, good feedback Bio <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Edit: Err... hollow? Please don't tell me you are hollowing cylinders. The -only- thing I would ever suggest hollowing is a block.
You have a <u>LOT</u> of loooong straightaways - it's no wonder you're having problems with r_speeds! Kink up some of those halls, and you'll see your speeds come down, I bet.
Well... guess I can do a first post with a helpful hint... r_speeds is the command you type in your console in HL to see how many poligons are drawn by the engine. As well you will see your frame rate and the entity poligons. If you want to map, you want to keep a look at your r_speeds (brush and entity poligons) frequently to make sure your below the limits (700, 500 average).
Comments
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Kaneda <!--emo&:siege:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/siege.gif" border="0" valign="absmiddle" alt=':siege:'><!--endemo-->
as for crits.... whilst the floors of your rooms are great, the walls and ceiling have something to be desired *the rooms look like cubes that have really good floor work*... try making a room with 5 walls and sloped ceilings.... just add some angles in there that are other than 90 degreese.
like here's an overhead of a simple "different" room
____
| \
| \
| \
| |
| |
--------
alot of your rooms have unused corners where no one will go to... lop them off, and you'll create a more claustraphobic atmosphere without compromising gameplay and travel paths
^
/ \
\
/ \
| |
| | <--room, top view
\ __ /
Btw, good feedback Bio <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Edit: Err... hollow? Please don't tell me you are hollowing cylinders. The -only- thing I would ever suggest hollowing is a block.
i think i figured that out the hard way, but here it is i may redo it with blocks if i have to
r_speeds is the command you type in your console in HL to see how many poligons are drawn by the engine. As well you will see your frame rate and the entity poligons.
If you want to map, you want to keep a look at your r_speeds (brush and entity poligons) frequently to make sure your below the limits (700, 500 average).