Avoid Some Cruel Design Mistakes...

Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
<div class="IPBDescription">what you never ever should do</div> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->there is one thing often mistaken by mappers:
the texture choice. first thing that sprung into my eye was the texture IN the broken pipe. WAAAAAH! standart antislip metall plate surface in a pipe? in real life pipes are used to transfer liquids, gases,... so they need a smooth surface. "surface" when its in the pipe? ehm,... ups  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> sorry.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
so I quote myself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
this was a cause to start a new topic (for me) to show what should be avoided at all costs.
<u>first example</u>: ns_nancy. look carefully when you are dead or a spectator at the door near messhall that points in the noname hive direction. shurely you will see a door. doors are suppossed to seperate sections from each other. but why the hell there is no door on the opposite side???
there is a massive wall only some units near the door. suspicious...
<u>second example</u>: ns_11thhour (or whatever called now).
near one of the hives there is an underwater section. you dive in the water on one side and then you have to swim up some feed to come back to the surface. what we learned in physics leason? water allways is in balance, the surface allways in the same high in a pipe if there is no pressure...

this may seem freeky to some that I take a closer look to such mistakes but the map that destroys itself cause of logical mistakes is a bad map!

Comments

  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I have always wondered whats with the doors that aren't in Nancy , it's annoying and makes me not like nancy...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited June 2003
    <!--QuoteBegin--Lt.Gravity+Jun 10 2003, 10:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jun 10 2003, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <u>second example</u>: ns_11thhour (or whatever called now).
    near one of the hives there is an underwater section. you dive in the water on one side and then you have to swim up some feed to come back to the surface. what we learned in physics leason? water allways is in balance, the surface allways in the same high in a pipe if there is no pressure... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You know, you're the only person who's ever mentioned this? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    It's special <b>Sci-fi Water?</b> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I just wanted a way up there that wasn't a ladder, platform etc.. as they'd all been used in the other hives.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited June 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You know, you're the only person who's ever mentioned this?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    COOL! easter egg? whats the price <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    such things are eyecatching for me. that doesnt mean ns_11th_hr (how do you write it right?)
    is a bad map. its a amacing map but this "effect" is really amazing. you tricked the universe physics.
    therefor the thread says "avoid". it isnt to bad I just wondered about. when I map its real like nothing else. even the pipes from one room through a wall to another room are fitting.
    bad luck the hl engine doesnt support such "upside-down" effects like in unreal2. imagine: a crashed ship where marines arent able to proceed to some areas without having jp. and the water flows beneath the ceiling XD

    <i>third thing:</i>ns_bast (maybe its just me)
    at some spots the textures are .... uh.... sowhat unfitting. example double res. when you look carefully on one wall you will realize a submarine like doortexture. nice. but it repeats severall times and is totally oversized compared to the size of an marine ("commander, how to open this door? am I goliath or what?" . no sense for my taste.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited June 2003
    When i'm writing about that map I usualy refer to it as "11th Hour", ns_11th_hr is just the naming convention I used for the files.

    /me looks for a prize to give Lt.Gravity

    I agree about these <i>avoidable</i> realisim issues. It's an easy mistake to make when you're slapping down prefab details to make a space look less empty, you often don't realise that you've comprimised the credibility of the area.

    Regarding your third example, I think that's just you being picky.

    How about caged and nothing's self illuminating vents?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I was going to mention those. Ironically enough I didn't notice it until I started mapping. Either way both the physics defying water and the self-lighting vents can be explained with nanos. Gotta love them cheesy sci-fi coverups.
  • michaeltoemichaeltoe Join Date: 2003-04-17 Member: 15588Members
    You said cruel design mistakes as if it effects gameplay... this is all decoration.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    design? is design gameplay related <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> that are some nice little mistakes that drop the reality of a map. what else?
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <a href='http://collective.valve-erc.com/index.php?doc=1015374975-78217100' target='_blank'>Detail vs. Design</a>

    Seems related to me.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    edited June 2003
    i`ll give a tip, if u make sliding doors make sure they dont slide into rooms which they are close to <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    yeah, deff, logic if not realism makes a lot of difference
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    <!--QuoteBegin--Nay+Jun 11 2003, 12:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nay @ Jun 11 2003, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i`ll give a tip, if u make sliding doors make sure they dont slide into rooms which they are close to <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In my current map-in-progress, i have such a sliding door ; but i discovered a nano effect very useful to explain how this can happen : the opening sliding doors desintegrate when they enter the wall and they self-auto-rebuild when they come back. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Hey, that is future.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Hey..I got one for ya...When you make a map, an entire map, and don't notice your zoom is screwed up, and you go in game, and see that, well, hey, The walls are 20 feet high? yeah...
  • michaeltoemichaeltoe Join Date: 2003-04-17 Member: 15588Members
    One of the biggest problems I had making maps was trying to get the scale right... once I figured that out, it was fine.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    I dunno, if you really need a sliding door placed that close to another open space, why not use that as an excuse to make it a really interesting, unusual sliding door? Like how about one that opens vertically, with pieces that slide into the floor and ceiling instead of the left and right walls? Or you could even make it a cool combination of sliding and rotating, like have a trapezoidal piece on the bottom that slides into the floor, and then have the top piece divided up the middle into two pieces that rotate on axes in the upper corners to kind of slide/rotate sideways out of the doorframe.. you could do some neat stuff with doors. Course it all costs entities, but hey, it'll look cool. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NayNay Join Date: 2002-06-09 Member: 741Members
    I think one annoying problem i forget to set sometimes is on triggered doors, and settings the delay before reset "default is 10" back to 0 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> and u got a door and its just closed and your waiting for it to reopen DOH! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    ehm... it takes another direction doesnt it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    who cares anyway XD
    an type of sliding doors I like and I will use on my next map are the elevatorlike double sliding doors, the outer door is moving normal while the inner door have to move slightly faster so both reach the "lip area" together.
    pseudo doors that are rotating doors (rolling doors) or even trains (slide out of the way, then turning and moving up). but dont make doors that take forever to open (tron <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) but the better maps are good even without doors.
Sign In or Register to comment.