Avoid Some Cruel Design Mistakes...
Lt_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!
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
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.
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.
/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?
Seems related to me.
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.
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.