Kittamaru
Feb 1 2007, 04:20 AM
Well, with the loss of Incubus in the inadvertant reformat of my hard drive, I am forced to re-start from scratch.
To that end, starting a half hour ago, I began the ready room. Here is what I have thus far.
Only reason I'm showing this is to ask this question- is the lab textureset too commonplace?
Angle 1

Angle 2
CrazyFool
Feb 1 2007, 06:48 AM
well it's not so bad for a rr but i think that the actual map should have a little more detail.
gj btw new maps are fun
Kittamaru
Feb 1 2007, 07:32 AM
That's just where yer gonna spawn at in the RR- from there it branches around in a circle to the marine, alien, random, and spectate jointeams.
DarkATi
Feb 1 2007, 09:25 AM
Word of advice: Don't get so fancy with the brushwork. Like all those little "support beam" brushes. They'll come back later in your full map's compile to bite you in the butt. HL simply can't handle that much detail.
Otherwise, that looks very cool!!
Cheers,
~ DarkATi
Kittamaru
Feb 1 2007, 02:20 PM
My plan is to turn them all into rows of entities. One for each side, and one for each slant. Then I'll just use an extension of the panel beind them to stop leaks

That and even if HL1 can't normally handle this, I know source can. If someone could point me to a good tutorial for setting up Source SDK or even just hammer for mapping in source, I'll start learning it now
chubbysteve
Feb 1 2007, 06:44 PM
if you know how to map in hl1 you don't need to learn or even do anything to get mapping in source. Just download the source sdk from steam for free and then once it's all ready click 'reset game configurations' on the source sdk game chooser thingy. I think it pretty much sets itself up if you do that.
Annihilatorza
Feb 1 2007, 06:54 PM
Ye if you have ever used worldcraft source is a sinch to pick and learn.
Its real easy i rate the editors i have used in the following order Hammer v4,unreal Editor,Build,Worldcraft,Qoole........................................qeradient bleh
Very nice map I just wish what kinda limits we going to have in NS 2.
Kouji_San
Feb 1 2007, 07:20 PM
I don't see deu2 or mapster (k mapster is upgraded build engine editor so... nm) in there Annihilatorza

Anyway, hl1 is going to kill you for those struts Kittamaru... Mark my words. If this is going to be a ns1 map, you might want to simplify it with a solid {xxx texture hinting about it being that detailed. HL1 mapping is all about cheating and faking detail
Kittamaru
Feb 1 2007, 09:10 PM
they're only in that hallway

Won't be too bad.
And they're all entities too. Compiled the map, but I forget how to show r_speeds in some place OTHER than the console
Kouji_San
Feb 1 2007, 10:26 PM
You have to be in development mode for the to show on your hud, what I do is create a shortcut with these parameters...
-dev +map "yourmapname"
DarkATi
Feb 1 2007, 11:15 PM
It doesn't matter if they are entities or not. They use faces, patches and unless clipped, clipnodes. Trust me, read my thread about Ns_Vargus if you need to. HL1 can't handle that much detail. It all adds up over time. You'll get AllocBlock: Full errors, MAX_MAP_PATCHES, gnum_planes etc. by the time you have a full-sized classic map.
Fake that kind of detail with clever texture selections instead.
EDIT: Also, don't think I'm trying to be a jerk here. I want to save you some heartache down the road. I'm going through a big fat mess with Vargus right now. I had to delete alot of really cool pieces of brushwork. I wasted time making them and now I'm wasting time getting rid of them. Keep it simple. Add detail later, or start mapping for Source.
Cheers,
~ DarkATi
Kittamaru
Feb 1 2007, 11:18 PM
if I could make textures, i would mate.
This is the readyroom for a siege map anyway. It's going to be a decent siege map and a learning experience for me. I just want to get one, good, playable map done withotu something happening to it.
Kittamaru
Feb 3 2007, 10:58 AM
Bloo
Feb 3 2007, 11:09 AM
You should make the Tubes in the third picture. glowing blue... so that they light up the room a little...
Annihilatorza
Feb 3 2007, 05:41 PM
I like what you are doing with the map but that last room is a tad to dark.
Also the oppsite end of that passage is going to closed or does it go into another room I would start getting worried about polly counts and I see lots of dead Aliens

due to no cover.
Kittamaru
Feb 3 2007, 08:50 PM
It's the ready room mates- if there's anyone fighting in there, I have a big problem

The last piccy is supposed to be dark- tis a cryochamber. I hope to make the tubes themselves glow a light yellow- need to find a way to make em glaslike first.
Kouji_San
Feb 3 2007, 10:11 PM
With lights behind it
additive
amount 25 to 50
If it is to bright (lit up by to much lights)
texture
amount 50 to 100
Kittamaru
Feb 4 2007, 02:59 AM
er, say again Kouji?
Kittamaru
Feb 4 2007, 07:19 AM
Annihilatorza
Feb 4 2007, 04:20 PM
Looking good m8

THat ramp area are you going to put a railing around it ar leave it blank.
Maybe a nice railing that has been broken to spruce it up a bit.
Kittamaru
Feb 4 2007, 07:58 PM
Not sure- that part of the RR is supposed to be nice and clean. I may make an angular railing at some point
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