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#31 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: Map making Progress Thread
Yer Mom - MS (Mining Side Layout);Mineshaft Hive - Mining Side
Laying out, creating and detailing most of the mining side of the map leading up to and exiting the Mineshaft hive. Planning on doing most of the vents (burrowed out rock) on the mining side. Welcoming ANY help with this side of the map as well as creative ideas. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#32 (permalink) |
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Join Date: Oct 2005
Posts: 131
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Re: Map making Progress Thread
xtcmen - Two Siege rooms on the opposite of the mining side of the map with hallways for each of the rooms.
Just finished one roomfor now, and working on the hallway for it. I have no idea what I'm going to do for the other siege room any ideas will be appreciated. |
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#33 (permalink) |
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Join Date: Sep 2006
Posts: 263
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Re: Map making Progress Thread
Donat - Ready Room, possibly some hallways or rooms for mid map areas not nessisarly RTs
Ready Room is pretty much compelte, i'm happy with it now, resized textures and such. Pending showing it off / Realigning textures for when its in the final map file. As for hallways and rooms i've thought of a few i could do, going to try and do one or 2 in hammer over the week end (I have monday off as well) |
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#34 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: Map making Progress Thread
Irish Pirate - Water Treatment Hive, prefab random stuff people want in thier areas.
Water Treatment is approaching something I can compile and show to people, but it's still quite a distance from completion. If you want something in your area that you can't make or don't have the patience to make in an asthetically pleasing way feel free to ask me to make it for you. I will require dimensions, the easiest way to do it might be to send me your map with a brush that has the AAATrigger texture on it occupying the space you want used. Example (Irish, I want something that resembles a power generator with spinny parts and little particles, here is an rmf that has a brush with those dimensions. I can also help make complicated sequences/entity machines. Example (Irish, make me a machine that pumps out marine bodies, catapults them in to a shedder and sprays confetti all over the room.) |
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#36 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: Map making Progress Thread
ROLL CALL
Enlisted: Yer Mom - Mining Side Xtc - Two Seige Rooms Outside Hives Donat - Ready Room/Various Rooms Irish - Water Purification Hive/Map Detail MOST KNOWLEDGABLE Interested: Eternally_Lost (aka Lost the Thief) Roll so far. I will stop calling for roll on Monday. Anyone interested in joining the team after that will have to come forward by PMing myself or one of the above listed members with your contribution. IDEAS SHOULD REMAIN POSTED HERE, MEMBER OR NOT I am still available to teach, or help, anyone understand how to map. I need a time and a date, and I'll check my availability. PM me or post here. I still need input on the node I offered a few posts back. Screens are backwards, please feedback me -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#37 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: Map making Progress Thread
My vote is catacombs, it also gives more reason for variation and turns than does sewer pipes. Might be slightly less biased if done well.
One thing I will warn you about the mine shaft is NS doesn't handle multiple levels very well, the commander will have trouble seeing things and dropping meds. what screens are backwards? |
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#38 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: Map making Progress Thread
They're backwards in regards to the thread itself. Backwards a page.
Catacombs is fine with me. I'm aware of the overlap problem, and I will resolve the issue soon. The stairwell stays as long as no one objects to it (besides xtc), but the node will be moved so that it can be dropped with ease. I think that with the bias the stairwell gives marines, the lack of commander med packs will balance it out a tad bit. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#39 (permalink) | |
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Join Date: Oct 2005
Posts: 131
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Re: Map making Progress Thread
Quote:
Another thing I don't understand is why you "want" it in the map. What other map has stairs like that. |
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#40 (permalink) |
![]() Join Date: May 2005
Location: Milford MA
Age: 21
Posts: 358
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Re: Map making Progress Thread
I am sure that might be the very reason to have it.
I don't like how it goes one way then the other, and with walls blocking the sides, It would be extremely bias to marines at the top, as they could shoot down at lifeforms, fades have to go around a point, then go up, draining energy, and the other lifeforums save lerk could be easy to kill. |
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#41 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: Map making Progress Thread
It probably shouldn't have glass blocking the sides, but look at it this way, we can always refine the map and balance it after it's made. There is nothing wrong with creating another version that is more balanced.
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#42 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: Map making Progress Thread
It's over anyways. Xtc wouldn't stop griping about "Neb and all the leet cal players telling me what he's saying is right" about it not being balanced at all, so I just deleted the whole damned thing.
I'll start on something else soon. -Mom
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Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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#43 (permalink) |
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Join Date: Feb 2006
Posts: 363
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Re: Map making Progress Thread
Nothing is balanced by itself, and if it is, it doesn't have to be.
Wow that sounded stupid, I must be taking a psych class or something - LOOK: It doesn't matter what you put in the map. One area does not make the map biased. The only only ONLY problem a biased area creates is a call for more content in a different area of equal importance to balance it. Yermo, I don't know what you were planning to use, maybe it was a horrible idea, but acting like one area should be removed because it's "unbalanced" is patently naiive and should have no place in designing a well-balanced map IMHO. |
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#45 (permalink) |
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Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
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Re: Map making Progress Thread
It's gone, drop it. I'm going to replace it with an elevator.
-Mom
__________________
Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n |
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