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Natural Selection - Map Development Discussion on the development of new maps for Natural Selection.

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Old 10-23-2006, 07:58 PM   #76 (permalink)
 
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Re: Map making Progress Thread

What kind of lighting, what effect do you want, and how do you want it to look, lights arn't that hardish.
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Old 10-24-2006, 01:05 AM   #77 (permalink)
 
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Re: Map making Progress Thread

Just regular light spots. I just can't get it to work and it is bugged for some reason. I put a light spot infront of my light. Now for some odd reason the back of the light gets lit up and the front is shadowed. Now when I delete the light, the same lighting is still there. No leakes and no errors in the check for problems.

Last edited by xtcmen; 10-24-2006 at 01:33 AM.
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Old 10-24-2006, 04:32 AM   #78 (permalink)
 
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Re: Map making Progress Thread

I apologize for my absense recently. I wish I could say thats going to change now but I have another week or so before I can really see myself committing more time.

Since I have the left side hive should I worry about making it marine biased? I don't know if you are concerned for the hive room or just that side of the map in general.

In terms of a siege room, I didn't really have one in mind. My hive has two levels and one is practically a "room" on the second floor which I suppose sieging could be done from. it might be a little close, but if I refrain from putting in a window I hadn't put in yet it might work.

I don't have too much experience with light spots, it takes a lot of playing around to make sure you have them pointing in the right direction and at the right magnitiude.
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Old 10-28-2006, 01:44 PM   #79 (permalink)
 
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Re: Map making Progress Thread

It's WIP so be critical and all that. This is supposed to be the main control center where, once steam-powered, the marines can do all sorts of evil things to highly-trafficked areas and hive rooms.

Note: The image shown is the "powered" version of the room. There's an invisible trigger_multiple next to the inside of the blinking pillar that will turn the "powered state" on and off. The aliens should want to avoid getting this room powered, pretty much at all costs.

:download map:


Last edited by Wyzcrak; 11-24-2006 at 05:56 PM. Reason: per author's request
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Old 10-31-2006, 03:32 PM   #80 (permalink)
 
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Re: Map making Progress Thread

I like the idea of map control "switches" I think it would be cool if each major room had a toggle state for either powered or not and each team has the ability to switch it if they are in the room. Power could either control nearby rooms or the room itself. If it does nearby rooms it will feel more like pushing through an area biased against you to gain back the advantage instead of "run in to the room and press a button so we can have the upper hand".

There is definitely fun to be had with this.
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Old 11-02-2006, 12:06 PM   #81 (permalink)
 
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Re: Map making Progress Thread

I didn't see the download, i'll try that tonight. Well my section of the map i tried to make is bigger then i intended lol, i wanted to just make a hallway and i ended up making about a hallway and 2-3 rooms. It might be a few days before i release anything to show, due to i am trying to make a huge room (As the last part) and i need to tweak some things and possibly add some vents in places. Oh, that and the annoying as hell leaks. I still can't find one and i'm do dumb to bother with leakpoint file using, not positive on that whole process.
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Old 11-02-2006, 12:49 PM   #82 (permalink)
 
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Re: Map making Progress Thread

Quote:
Originally Posted by Donat View Post
I didn't see the download, i'll try that tonight. Well my section of the map i tried to make is bigger then i intended lol, i wanted to just make a hallway and i ended up making about a hallway and 2-3 rooms. It might be a few days before i release anything to show, due to i am trying to make a huge room (As the last part) and i need to tweak some things and possibly add some vents in places. Oh, that and the annoying as hell leaks. I still can't find one and i'm do dumb to bother with leakpoint file using, not positive on that whole process.
pointfile is the best debugging tool ever. Check the compile log, when it tells you there is a leak it also gives you the coordinates of the entity that first detected it. Move your spawn point to those coordinates, and make sure you copied both the bsp and the pointfile text file to your NS/maps folder. Fire it up and type pointfile in the console. Follow the black and white brick road to flashing blindness city! (Say hi to the wizard for me).

EDIT: other things that might help. sv_cheats 1, sv_gravity ***. the line doesn't really care how able you are to follow it, the only restriction it has is that it will not pass through walls.
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Old 11-02-2006, 01:31 PM   #83 (permalink)
 
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Re: Map making Progress Thread

Also, the filters aren't in place for that room, but by the end of the day, once the buttons are set up, the controls won't function for aliens.

Pointy feet FTL.

It would be hot if they only worked for gorges though, but I don't think hammer can do that.
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Old 11-06-2006, 06:07 PM   #84 (permalink)
 
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Re: Map making Progress Thread

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This thread has become the never ending story of whatever.... Whats the topic again?
LOL... and the story continues to continue!!
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Old 11-07-2006, 03:35 AM   #85 (permalink)
 
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Re: Map making Progress Thread

Those were gameplay ideas.
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Old 11-07-2006, 12:47 PM   #86 (permalink)
 
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Re: Map making Progress Thread

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Originally Posted by Slayer of Hippies View Post
It would be hot if they only worked for gorges though, but I don't think hammer can do that.
The closest you could come is a button that only aliens can activate that requires a ranged attack to hit it. Parasite might trigger buttons too though since it hits breakables.

To just stop skulks you could make a little door that opens up, once inside the door closes, a trigger_hurt for 85-100 damage goes off once, then a door opens on the other side so the alien can hit the button and get out. You can even figure out a way to heal the alien back up if you want.
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Old 11-07-2006, 03:00 PM   #87 (permalink)
 
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Re: Map making Progress Thread

I miss parasite triggering switches
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Old 11-08-2006, 10:27 AM   #88 (permalink)
 
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Re: Map making Progress Thread

I am nearing completion of my (Huger then i thought it would be) section of map. When i finish this inital structor i'll need YOUR help with suggestions or details. And scale for some things, mostly it should be good, but there could be a few things. I think there need to be more vents but i won't be making them when i release the first version, ya'll can tell me when you think.

If your wondering what it looks like, its a big room that leads to some stairs down to a back way where the pipes are exposed and the hallway is unfinished matince. The aliens have chewed though the pipe causing a section to fall to the ground, and a vent to be exposed. Plenty of steam is pooring out of the end that should be leading to other main parts of the plant. At the end of the hallway, there is a room with 2 big glass tubes (Presumably steam/phenumatic tubes or water) With a control consol and huge wires coming from the ceiling effecting the lights around to dim and flicker. At one end of the room in a roundish area there is a Resource nossle and the other side a lead down to another room that looks has one big pipe heading down with steam pooring out of smaller pipes on the unit. This room seems to be a storage area, as a few boxes and barrels are about. moving past the pillar into a higher celinged area with a finished celing, a new cut into the earth is off to the right that leads downward to who knows where.

That is a very ruff description, but from the end leading down in rock and the end with the big room i plan to stop there. It might need scaling but i don't know yet. We shall see when i release my section to ya'll soon. Maybe as soon as tommrow or friday if i work on it tonight. (It will probly be in a bit box for the test, as there are some leaks that i couldn't pinpoint, if some one wants to show me where those are when i release it i would be most greatfull :P)
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Old 11-08-2006, 12:01 PM   #89 (permalink)
 
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Re: Map making Progress Thread

Donat, if you compile the map without the box around it so all the leaks are there and then send me the bsp and pointfile.txt I will find the leak for you.
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Old 11-08-2006, 12:25 PM   #90 (permalink)
 
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Re: Map making Progress Thread

Gotta finish the last room first and it has work to be done on it, i was keeping up with all the leaks but the last one i couldn't find in hammer and just stoped to finish up :P

Gotta build the last few things in that room then yea, i'll send you that. Need some more wall detail, lights, a celing, railing, and some other junk in the big room, rest of it could use detailing (Besides the pipe hall and ajecent room, i worked for a long time on those haha) Beyond that, soon i shall irish.
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