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| Natural Selection - Map Development Discussion on the development of new maps for Natural Selection. |
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#1 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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ns_incubus- WIP
Aighty, I'm currently working on my first release-quality map. ns_incubus. It is standard-ish but has a few special things including:
In marine start- a halfwall with 1 way glass that can be broken but has a "blast shield" marines can raise to help protect it (that removes the ability to see thru it though) A "hole" in the hull of the station that will suck out anyone in the room if the force field it lowered (must be lowered inside the room, so it's a jihad move). This is in a major crossroads room, so both teams will have to be wary near here (this may be removed, as it's proving hard as hell to get the push triggers right) a freezer with a frozen floor (variable traction anyone? ) to make for some interesting "slide fights" (icy floor + skulkleap w/ celerity = win?)various other elements to make it seem like a human vessel that haven't been included before (Mess hall, food storage, restrooms, ect) If anyone has some good textures for, say, restrooms, I would dearly like to use them. I'm horrible at making my own textures ![]()
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Damn the torpedos and full speed ahead! |
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#2 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
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Re: ns_incubus- WIP
"variable traction" and "standard-ish" don't really go together very well.
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#3 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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Re: ns_incubus- WIP
I meant standard-ish as far as map layout and style. It's a normal NS map with a few twists
![]() BTW- if anyone here is an excellent texture'er, would they be willing to help me out? I have a horrible habit of exceeding my texture limit... ![]()
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Damn the torpedos and full speed ahead! |
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#5 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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Re: ns_incubus- WIP
Cool.
Another question- is anyone here good with multimanagers? Can you explain to me how they work and how to make them work?
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Damn the torpedos and full speed ahead! |
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#7 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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Running into a bit o a problem...
Mod_NumForName: C:/Program Files/Valve/Steam/SteamApps/chip_trekie@msn.com/half not found it is a fatal error, and it prevents my loading up my map when I finished compiling (with no errors during compile btw) so far, the NS.org forums haven't been any help. Please, can someone help me???
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Damn the torpedos and full speed ahead! |
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#9 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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Re: ns_incubus- WIP
C:\Program Files\Valve\Steam\SteamApps\chip_trekie@msn.com\ha lf-life\ns
Could the dash be the problem? If so, why didn't my earlier compiles of the map have this issue? EDIT- I removed EVERY Entity from my map except the map critical ones. Guess what- back in business... now I need to find out what ones were mucking it up ![]()
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Damn the torpedos and full speed ahead! Last edited by Kittamaru; 12-01-2006 at 03:37 AM. |
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#10 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: ns_incubus- WIP
Most likely on either a model or a sprite you typed in the wrong path for the file. Common errors include using a / isntead of a \, putting spaces where they do not belong, misspelling words, and forgetting numbers of file extentions at the end.
EDIT: it could be sound too, anything you have to import in to the map. |
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#11 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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Re: ns_incubus- WIP
Fixed that problem... now a new one.
Map loads fine, enter RR... sv_cheats 1 since I'm testing by myself... join a team, any team, and the game freezes. Full lockup No idea why ![]()
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Damn the torpedos and full speed ahead! |
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#12 (permalink) |
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Join Date: Jul 2005
Age: 21
Posts: 483
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Re: ns_incubus- WIP
I don't know what entities are involved in initializing the game. In TFC there was an entity "tf_infogoal" that let you set everything up. I imagine something similar for NS and thats the entity I would start by looking at. Other things that could potentially cause problems. The game might potentially crash if the closest RT to MS is also the closest RT to a hive (I don't know this for a fact, but it would be worth checking). If there is no RT within a certain distance of a hive or MS. If there is no light in some room of the map. If one of the hive entities is set improperly or there is no command chair entity.
I'm trying to think of things that would happen near the start up of the game (placement of hive/rt/com chair entities) or that might crash it when you went to a certain area. If you have any triggers that go off once the game starts those could also do it. Triggers without a delay can crash servers pretty well if they get set off indefinitely, and sometimes the trigger_multiple delays don't work like they should. |
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#13 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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Re: ns_incubus- WIP
Good point about the lights- I'll have to see what I can do about that. That and I'll have to check my map property entities.
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Damn the torpedos and full speed ahead! |
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#14 (permalink) |
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Join Date: Nov 2006
Location: Your BackYard
Age: 20
Posts: 64
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Re: ns_incubus- WIP
Good news bad news:
Good news- I fixed the origional error. All parts of the map work fine individually (it's how I found the error) Bad news: The map gives me an unreferenced memory location when I put it all back together!!! ![]() This is driving me insane...
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