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Discussion: Natural Selection / Natural Selection - Map Development - Map making Progress Thread - I might hop on. I kinda quit NS for good, but doesn't mean I can't
  1. #121


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    Re: Map making Progress Thread

    I might hop on. I kinda quit NS for good, but doesn't mean I can't map a little for it.

    give me a date and yeah I'll reinstall hammer.

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  3. #122

    Donat's Avatar

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    Re: Map making Progress Thread

    I'm slowly progressing room by room. Each room and place i've made still needs detialing and scalling, but i think i've made great progress. I've incorprated Yer Mom's marine start in, i have placed (but yet to incorperate) Slayer o Hippies map part, and i have XTC's seige room (Though i have to find a place for it....) I'm starting back up again to try and devlope a drawing of a room a day then spend a few days molding that room.

    I really hope that i can make it fun for all and not end up with another ns_bast!

    We'll see though, as for the mappers. Yer mom i need you to start working on that hive before i reach the area i want it in or i'll make it :P Also, lost have you been thinking / plan on making the other hive? Either way i'm at least getting close to one hive.

    But on another note i need a community opinion, do you think it is better to have a great number of vents or few vents with big areas to drop chambers, i could make a vent to nearly every room but it seems excessive... i suppose it will depend on the map eh? Thanks in advance.

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  5. #123

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    Re: Map making Progress Thread

    Ah, and a noobish question for anyone, where is the option on the func_door / how do you make a door move up / down? I can't seem to find the 'drop down menu' described in one of my references. Basicly i'm making a 2 part door one will move up and one down just like... a door.

    Anyway anyone know anything about it?

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  7. #124

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    Re: Map making Progress Thread

    Can't beat a good vent system. Don't necessarily need drops in every room, but ways to get around the map are huge for jps and skulks.

    See: ns_nancy and old ns_bast (esp. around feedwater hive) for good examples of nice vent systems.
    Former TGNS admin until WoW blinded me with flashy lights.

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  9. #125

    Yer Mom's Avatar

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    Re: Map making Progress Thread

    I'll start on the hive soon. It'll be killer, don't worry. Gimme a minute to get some things in order.

    I'll keep you up to date.

    -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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  11. #126

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    Re: Map making Progress Thread

    I figured out the door controls (Ha, i really need to not map when i'm tired i get frusterated) So now i have 2 nice opening doors, how nice.

    I've finaly figured out how i'm going to make entrances to my hive, if i do it correctly, i'll end up with a nicer little area and possibly a seige spot. For those that have seen the map, i've made plenty of changes buaha.

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  13. #127

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    Re: Map making Progress Thread

    I installed hammer, I will work on my hive during any free time I have.
    I think I might need some help setting it up.

    I poke around with it later, but it be nice to have someone help me though it.





    Current game name : |TG| Lost the Phantom Thief

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  15. #128

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    Re: Map making Progress Thread

    I'd be happy to assist if needed. You should beable to look at the map resource thread ( I think) or google for any help if were not around / you don't feel like posting anything specfic you need assistance with. Mostly its just getting the textures down, if you don't plan on compling its not a HUGE issue but if you do it will save me the time of finding all the leaks (You can't have holes in your map / hive or it 'leaks' and the map won't complie correctly)

    I quote again, NO BIG BOX AROUND GAME!

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  17. #129

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    Re: Map making Progress Thread

    Quote Originally Posted by Donat View Post
    I'd be happy to assist if needed. You should beable to look at the map resource thread ( I think) or google for any help if were not around / you don't feel like posting anything specfic you need assistance with. Mostly its just getting the textures down, if you don't plan on compling its not a HUGE issue but if you do it will save me the time of finding all the leaks (You can't have holes in your map / hive or it 'leaks' and the map won't complie correctly)

    I quote again, NO BIG BOX AROUND GAME!
    I came across another program( QuAke ) for mapping and set it up.

    I have all the ns textures and the compile program working( I think ).

    I just have one error."QuArk needs the file 'gfx/palette.lmp' from Half-Life can could not find it. You must set up the path(s) to Half-Life." I did set up the path, but there is no folder with the name gfx in my Half-life folder .





    Current game name : |TG| Lost the Phantom Thief

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  19. #130

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    Re: Map making Progress Thread

    you MUST use hammer (aka worldcraft) anything else (that i know of) WILL NOT work.

    *As an additon, i had a brainstorm during one of my classes, the map to me seemed lacking in direction, i think i've found a setup and such that will make it work, hopefully be balanced, and so on... just one thing, anyone know where i can ask people about the 'onos' problem? They get stuck when crouch jumping and must crouch to egg, i'm gonna look for it later but for now jazzx said that it has something to do with a clip, any ideas crew?
    Last edited by Donat; 04-09-2007 at 04:20 PM. Reason: Additon

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  21. #131

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    Re: Map making Progress Thread

    Quote Originally Posted by Donat View Post
    you MUST use hammer (aka worldcraft) anything else (that i know of) WILL NOT work.
    why is that?





    Current game name : |TG| Lost the Phantom Thief

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  23. #132

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    Re: Map making Progress Thread

    For one... it is because it is the only mapping program that exports them properly and safely from rmf to bsp and is used / reccomended by valve / people.

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  25. #133

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    Re: Map making Progress Thread

    Update again, sorry for being so blunt before, but i'm just thinking for me to add it to the map it needs to be the same program hehe...

    I found the thingy that will make onos not get stuck in a map, apprently there is a code in the compling for another 'hull' to make player clipping for onos work. Plan to try compling my newly revitlized map part tonight to play around with.

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  27. #134

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    Good News!

    I got the batch complier working, onoses will no longer get stuck on anything, and move nicely though the map. The batch complier does have alot of refinements and optimizations to do, but one of them is face lining which can be set to precise, gonna be annoying.

    Anyway, this is a good step, less headache later on.

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  29. #135

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    Re: Map making Progress Thread

    First of all, I am very sorry for my prolonged absense. College sucks.

    That said I am now done with my finals and free for the summer.

    It will probably take me a little time to organize the map stuff that I have made and turn it in to something workable and fitting with the map.

    In looking over the threads it looks like texture use might be an issue, if you can send me a list of the currently used .wad files and/or a copy of what you have so far I can be sure to limit my extra texture use.

    Which brings me to my main question, what do you guys still need? It looks to me like you could still use the hive I was working on, so I will do what I can to provide that. I had some errors with it last I was using it so I might end up mostly redoing it, but since I have a good base it might not take me more than a couple weeks to give you a vanilla test version to check spacing and scale.

    Also, am I to assume that the theme is still cave/steam powered?

    EDIT: I got a number of help questions that I regret to say I did not see until now. If they are still current issues, can you ask again?
    Last edited by Irish Pirate; 05-15-2007 at 03:16 PM. Reason: forgot something

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