Pheus
Nov 2 2004, 05:11 PM
** UPDATE** NEW SCREENSHOTS BELOW**Been working on this map on and off for about 2-3 weeks.
Its beta, however im interested in what people have to say about it so far.
download --removed--
some screenshots
(loler old screenshots)





Align
Nov 2 2004, 08:00 PM
1.
| CODE |
| move lava for great justice |
(make it a func_conveyor and set Rotation in the texture options to 90)
2. Fix the lava texture in the pipe outside the hive, the top two parts of the lava texture are scrolling in the opposite direction of the rest. Either by making X a negative value, or by putting 180 into the Rotation field.
3. The vent from the hive room is really really dark. Try putting a light like so:
in the corners, instead of those flat lights in the ceiling, they do not shed enough light inwards.
4. There is a texture made specifically for using on the ends of pipes. I don't remember the name right now though, sorry.
5. The lava in the cavernous room with a curving catwalk above said lava, is not moving. Either make it a func_water and texture it with !hotmetal or make it a func_conveyor and texture it with scroll_smelt, whichever fits your purposes best.
6. Excessive amount of lamps in the marine spawn, it's okay if parts of the room isn't totally lit up.
It's also really small, though that shouldn't be much of a problem for a co_ map.
GiGaBiTe
Nov 3 2004, 02:15 AM
very bland.
the map looks like fullbright is on, the architecture is very bland except around the catwalk. there is almost no cover for aliens if any in many parts of the map. also the w_polys are getting a bit high in parts of the map.
this map could look alot better, the first thing you need to do is take out many of the lights in the brighter parts of the map, then add alot more cover for aliens (boxes, rails, pipes)
Pheus
Nov 3 2004, 07:36 PM
Starchy
Nov 3 2004, 09:40 PM
Great improvements, keep it up!
Align
Nov 3 2004, 09:47 PM
Looks a LOT better(I assume the darkness is from the lack of gamma correction when pasting screenshots and all that crap), though the lava seems a bit... lifeless.
In the hive, @ the ladder up from the lava, there should be a gap in the railing where people are meant to get up/down.
Pheus
Nov 4 2004, 03:34 AM
quick question, particle systems, how do they effect fps?
I want to put say one or two ps in the hive, but im not sure about how the fps will be effected.
GiGaBiTe
Nov 4 2004, 05:44 AM
thats a great improvement from what it was.
and as for particle systems, dont make full blown fog in huge areas. that would make fps drop to hell. you could use it for steam coming out of a pipe or something like that and it would be fine
Swiftspear
Nov 4 2004, 08:57 AM
| QUOTE (GiGaBiTe @ Nov 4 2004, 12:44 AM) |
thats a great improvement from what it was.
and as for particle systems, dont make full blown fog in huge areas. that would make fps drop to hell. you could use it for steam coming out of a pipe or something like that and it would be fine |
To make area fog, use huge, mostly transparent, sprites. With a few layers properly spaced, it will look like a good enveloping fog, but it won't be knowticably poor quality when you walk through it.
Naigel
Nov 4 2004, 11:19 AM
Amazing improvements I must say... keep going

!
yeah i agree here, nice improvements, just shows what you can do with a bit of effort and thought, dosnt take much time to make impressive improvements
Pheus
Nov 4 2004, 03:41 PM
nah just wated some steam/fog/ w/e falling out from under this vent
Grizzly
Nov 4 2004, 05:26 PM
the infestion pillars or look intresting, but they allso look like crap atm beacouse they don't sem to grow out of annything
the floor sorunding the pillars are completly free of infestion, and the railings and evrything seem just fine... if you broke up those and added more intresting infestation and stuff it woud look alot better
Coblet
Nov 4 2004, 05:38 PM
Some of the texture scaling really doesn't help in there
Radagast
Nov 5 2004, 02:51 AM
ah wd pheus, looks alright(havent played it tho), get ausns to put it on their servers when they go back up.
Recoup
Nov 5 2004, 04:10 AM
Looks like it could be a winnar!
Pheus
Nov 5 2004, 06:51 AM
Ok, well, the rest of the map has acceptable r_speeds, however, this one part is giving me no end of trouble.
As seen in the screen shot below, the yellow part has got high r_speeds because its rendering everything inside the hive and everything down the storage hallway. (even tho you can't actually see most of the stuff being rendered from the part where the high r_speeds are).
I can't work out for the life of me work out where to use hint bruses to fix this, so would adding a U-turn as shown in blue help this?
Once_Only
Nov 5 2004, 08:40 AM
It may have to be a bit bigger, find some articles on vis leafs, and if you want to see whats being rendered on the screen at any one time use gl_wireframe 2, so you can see stuff thats being drawn around corners.
Jezpuh
Nov 5 2004, 10:30 AM
You could try to drop some hint brushes there. Who knows D:
carioca
Nov 14 2004, 10:06 PM
i remake 2 texture in one to your wall and i think this could help u.
carioca
Nov 14 2004, 10:09 PM

dwonload the texture in the zip wad below
Pheus
Nov 15 2004, 02:03 PM
Thanks carioca, I didn't think about that, but that should make that area look nicer.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.