My map pics

ElowindElowind Join Date: 2002-03-06 Member: 279Members
well.. yea

<img src="http://planethalflife.com/nsworld/pictures/uploaded/7BB5DC4E012DF5FF2D41A92DB0832D0CA5F1C042BF7D/fullsize.jpg" border="0">

Comments

  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    pic 2

    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7BF6362D812DAE7C2D43BE2DAABE2D8F291140884B7D/fullsize.jpg" border="0">
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    pic 4 (i should make all my halls this fancy...)

    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7B7452CE522DFC0B2D429D2D86572D161147212A197D/fullsize.jpg" border="0">
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    marine spawn
    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7BD1D99AF32D4A612D40FC2DB07C2D6E940441BFC57D/fullsize.jpg" border="0">
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    first resource nozel


    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7B8C4D55D32DEE702D47B02D88ED2D7494348318707D/fullsize.jpg" border="0">
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    2nd resource, along with the rotating, hurting generator

    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7BD754C8522DDC1A2D459F2DB0122D810AC4F2ABBB7D/fullsize.jpg" border="0">
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    3rd resource, ina borring cargo room


    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7BFD5ED6442DD49F2D44942D9E182D795ABFD0566C7D/fullsize.jpg" border="0">
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    your basic commander view (shows command room and generator room)

    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7BF21F9D9A2D9EF02D48862D8BBC2DC4A32BBEE2547D/fullsize.jpg" border="0">
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    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*
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    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
  • KanedaKaneda Join Date: 2002-06-17 Member: 786Members
    You should cover it with a func_wall, make it a grate or somthing like that. I think you should make your level bigger

    Kaneda  <!--emo&:siege:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/siege.gif" border="0" valign="absmiddle" alt=':siege:'><!--endemo-->
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    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

    ____
    |     \
    |      \
    |       \
    |        |
    |        |
    --------


    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
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    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
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    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-->
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    i wanna do sumthin with an 'icey' theme... but europa is too good to compete with.. hmmmm.. i been tryin to think of it all day and still nothin
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Europa's mainly an Underwater theme, rather than an Ice theme... go for it.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    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?
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    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
    \ __ /
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    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.
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    <img src="http://planethalflife.com/nsworld/pictures/uploaded/7B1D5DC3E82D010A2D4AB62D9B2C2D5CEAA25325287D/fullsize.jpg" border="0">

    i think i figured that out the hard way, but here it is i may redo it with blocks if i have to
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    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.
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    bah i need to reject that map, got problems with it cuz of how i made it.. back to the drawings board, but in my next nap ill keep that in mind plague
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Ok, i hear about htis a lot and I want to dabble in mapping. What is an r_speed?
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    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).
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