Ns_2wad
amckern
Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">2 new screens</div> 2 New screens please crit
amckern
amckern
Comments
And why are there boxes in a locker room? :S
ND
The crates are for cover, and 2 block some vis, becuase that bunker, leads on to the end of a road, thats long, and has another bunker at its end - over all 8000 units of un blocked vis
The area is ment to fell like a living zone, becuase the rest of the map is very indrusty, but the lockers where to try and take the repidetive ness out of the walls
amckern
the architecture in both of the screens needs to be much more interesting, liven it up plzkthxbye.
more interesting lighting would be good too
if u could show me how to make it look better, i would like it more
the grate ground, is try and keep the indrustry feel to the map, while, the lighting, and walls, are to give it that homely feel
What dose mine shaft use in there living 1/4's?
<b>EDIT</b> - New screens coming soon, i have just done the 2nd access to Cesspool, just need to rad it
amckern
(PS> When is your city map with very bad r_speeds coming out?)
amckern
I was stupid, and did not check the intialy dark flag for the lights in my gen room, so u welded the lights off, and not on!
Also, i am working on small things to make the walls more skulk friendly, such as making all my 1 unit thick lights funk_ilssionarys (typo)
Update
From the 1st hive - ms, its a 1.30 min run as skulk
amckern
Public screen shot version 9
Added 2nd access route to Cesspool
Added generator room that has 2 generators that must be welded on to gain access to Cesspool hive
The Cesspool hive has a Xeno only open able door, labeled Maintenance access
Fixed some lighting problems in the Cesspool access
Made Cesspool Access generator sound quieter
Made BSP lighting smaller, by replacing info_loaction textures with "null"
Fixed Ony stuck issues with ns hull file in ready room
Public screen shot version 8
Added start of Cafe hive
Added 1st access route to "Lake hive"
Changed lake hive to "Cesspool Hive"
Added lockers
Connected bunker 3 with Bunker 4
Added fresh res node to end of Bunker 4
Changed weld time in tsa spawn back to 30 seconds - as with all weldable loactions in the map
Public screen shot version 7
Fixed some "null" errors in ready room
Changed the textures in Lake Hive, now the water is an animated texture - feel dizzy?
Added the start of the 2nd hive
Fixed info_loaction over lapping - to stop crashes
Made info_loaction 1 unit thick to save on bsp space
Made the over pass longer, it now comes out into The Cave, so there are 2 ways to get into it
Fixed lighting, so its not so bright nor harsh in cargo room, and also changed the lighting to white, not sun yellow
Removed the particle system, and replaced it with normal env_sprites
Added sounds to Lake Hive
Fixed water out side play area issues, to try and help with minimap building
Public screen shot version 6
Moved the light switch button down, so that its 48 units off the ground in ready room
Finished the ready room
Added the first official hive location, with 15 spawn points
Added 14 more spawn points to tsa spawn
Added weld able doors at tsa spawn, one for the res, one for the cc, and one empty one, for things such as labs, obs, etc, weld time is 200 seconds, 3.32 min
Added info_locations
Added a cargo room, (basic, and small) with a ready room stair case, to reach an over pass, and door, that will lead some where
Added 2 more bunkers, they will lead to a new hive, but take different ways to get there
Added some crates to the middle of the east road, for kahraa playability
Public screen shot version 5
Changed the ready room by -
Removed rr.mp3, as trigger_mp3 is **** at moment, and the rr.mp3 will not fit the style any more
Added red lights in pipe room under the grates to show the pipes
Added computer consoles, with lighting, fade, sprites, and sounds to tsa join team
Public screen shot version 4
Changed some of the ready room by -
Adding stair case from where the lift well was, to the bar
Making the lift a funk_wall at the top of the old shaft
Moved the bar lighting to over head
Removed the bar, and replaced it with pipes
Changed the speck, and random team join sections
Changed the lifts button to toggle the lights under the tsa, xeno join teams
Added stair case, and removed the ladders
Public screen shot version 3
Added basic ready room
Worked on lighting issues by -
Changing additive to glow on sprites
Removed the cs_assult light values
Added a new sky map, cydonia, and sky light values
Public screen shot version 2
Fixed func_seethrough errors
Added Lift
Added bunker 2
Added better lighting for the cave
Public screen shot version 1
Light errors from funk_seethrough
keep up the great work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I hope that you enjoy it as much as i have been making it
I will be needing a tester soon, though the map, and its supporting media is about 12.8 megs in .rar format, and 13 megs in .zip
if u want to play test it, then let me know - its only got the 1 hive so far - i'll also pack the rcbot way points with it
amckern