Ns_2wad

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">2 new screens</div> 2 New screens please crit

amckern

Comments

  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    and on the right hand side, is the entry to the Cesspool maintaince access, and genrator
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    Rooms are rather empty but not bad. Looks sorta like what I did with my map spellbound.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Why is there some random infestation in the upper screen?
    And why are there boxes in a locker room? :S
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    If you <i>HAVE</i> to place those crates in the locker room can you make them look more exciting, theyre just sitting there perfectly on top of eachother. To me just looks boring

    ND
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    yeah, have one knocked over...with the lid off..... and hot pants spilling out or something. Because we all know that there's nothing more terrifying than a commander manly enough to wear hot pants.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Well the insfestation is due to a hive going in neer there in the neer future

    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
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Well, it doesn't feel like a living room with that grate floor, what if something falls in?
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    agreed, some manky carpet would be good, or at least tiles.
    the architecture in both of the screens needs to be much more interesting, liven it up plzkthxbye.
    more interesting lighting would be good too
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited November 2003
    thanks

    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
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    stuff coming out of the window doesn't look right at all
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the words from the mapping master!

    (PS> When is your city map with very bad r_speeds coming out?)

    amckern
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Show us some more screenies dude.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Soon

    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
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <b>Change Log</b>

    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
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    hey Am intresting map so far I like the archway in the one screenshot etc.and like what I see so far n can't wait to play the finished map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    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-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Thanks mate

    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
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