wooo!
Well I'm in again. Just pass that baby on whenever you're finished with it :)
Well, if you want to start on some sort of marine start, that might be good. Just give it an exit on the sides that it needs and it should attach to what we have pretty well. We might run into the worlds worst puzzle when we try and piece this all together, but I think it should be workable, we may just need to stretch and compress some corridors to fit. I'm going to have the corridor going off to the wide vent room with the catwalk crossover and then head towards the central area, if bijiy is really interested I'll let him take over on the opposite sides of that for the eastern hive.
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Sounds like a plan. I'll work on finding some inspirado.
I think it's getting ignored because there's no real reason for it. It's not like the LM mapping forum is a hotbed of activity, where new posts on the progress of this map are likely to get lost in the churning melee of new imformation being posted at all hours of the day.
Hell, before I bumped this topic the whole forum was in danger of showing no new topics due to inactivity.
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i have to agree with bob on this since the only reason this forum shows up now is cause he bumped this topic back to the top
How can I help with this project?
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You can do anything that your heart desires. I've updated the layout posted by devnull a few pages back, and have fixed the upper right side of the map (as in, made it concurrent with what has been mapped/laid out to be mapped). The areas highlighted in red have been mapped out for sure already, and have been labeled accordingly.
Bob has dibs on the south hive (if he still wishes it).
I have dibs on the marine spawn, unless anybody else wants it terribly badly. it was tossed at me to begin with.
Deci has dibs on the west hive, as can be seen.
Anything else is up for grabs. That eans that anyone, yes ANYONE can begin to map them out.
If you're up for that, Legionairred, may the mapping commence :D And if you're not such a good mapper (which I know isn't the case anyways - you're better than I am), anything else (sounds, textures, sprites, etc) would be vastly appreciated.
Also, dubb has managed to quite mangle the map. The righthand hive is going to go in more south and some to the east of his area, not south and west of it. Before this gets too confusing, we need to slow down and coordinate what goes where. We're running headlong into having a massive puzzle of rooms that we can't fit together. :help:
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To be frank with you, the reason the hive is so close to the center is because I ran out of lateral space to put it :p I had originally wanted it, like you said, more to the south and more to the west - but I don't think my photoshop skills are quite up to snuff with my mapping skills. For instance - on the right side, where I updated the map, the area that I did appears far too small becuase it wouldn't fit in the layout otherwise.
That said, I don't think making these things fit together would be very difficult at all. Even if the hallways don't line up perfectly, we can always just map extensions to the halls or just fix what we already have. I'd be willing to help put it all together in the end becuase I have a pretty good idea of what could work.
That said again, would you rather we go back to the original, pass a single RMF around? That way we could just start a waiting line again and the end chapters of making this map would be a helluva lot easier.
better or worst? just changed most of the textures, but Its still a bit off ffrom dubbs, and by bit I mean lot of course :)
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Looking better already :) I don't think I like the texture on the "pillars", but the architecture seems solid enough and the rest of the texturing seems fine.
Bill - if you want me to send you the .RMF so you can take a look at the inner workings, I'd be more than happy to do so. Are you up for it?
Suggested Area Names:
(http://img.photobucket.com/albums/v47/satiagraha/lmmap.jpg)
I tried to put some logic into this.
MS is a docking bay - the input/output of the geothermal plant. Where else would Marines show up first?
To the right is The actual raw resource gathering area. The equipment used in the plant is stored here. The actual Geothermal vent that provides the heat is also here, as is the receptor to capture the heat.
In the middle is Steam control. This is based off of what Geothermal plants are currently in RL. Heat creates steam, steam turns turbines, turbines produce power. The Steam Control room/area is basically the main junction for all the steam piping. It sends steam to the turbines.
Bottom Center is the Turbines. These are turned by steam to produce power.
to the left are the stability and regulation centers. The power produced by the turbines are regulated by running through some sort of transformer station or something to that effect. Also here is the Stability Maintenance. This center maintains the stability of the entire plant, hence the name.
I'm undecided what I think the corner hallway RT area should be named, thus the "?"
As you can see, the plant is set up in a logical progression. From right to left, it aquires the resource, uses that resource to produce usable energy, and then formats that energy to an output. The Docking Bay is relatively centered to all the major areas, allowing access to the plant at an acceptable level.
Bill - if you want me to send you the .RMF so you can take a look at the inner workings, I'd be more than happy to do so. Are you up for it?
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I too would be interested in taking a gaze at the almighty source. A bsp leaves something to be desired (mainly mobility :p)
Here is my current progress on my section. Please note that I spent very little time actually texturing and lighting. This should give you all a good idea of what I want these areas to look like though.
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holy jesus - that's incredible work, deci! I can't wait to see this all textured and lit up, because with the proper effects it could be absolutely killer.
to those discussing names - keep in mind that decimator's hive has huge pipes everywhere, so it would probably be best if its name reflected that.
third, I agree with bob about the crossover room - I tried to illistrate it but got lazy and only showed the two catwalks. The way I'm imagining this, the giant crossover room will be above and perhaps to the left of the rightmost hive. But then again, I may be visualizing this wrong.
Last, I don't have the time this morning so I'll sort out the sending of the source when I get back (that is, unless someone who already has it wants to have a stab at it).
...Geometry first! Let's just get the rooms in place and duct tape them together, THEN we can do all the prettying up...
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Right, But I agree with U235 that we should probably have some sort of theme going on each part, extremely subject to change of course. Those names are just my suggestions. I left out some areas and whatnot. I was just putting down the main areas.
My hive probably looks more like a thermal borehole type thing. Stability maintenence might work for the node, but it looks more like a pipe routing room.
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It's quite possible to reverse the names so that the "thermal borehole" and steam routing and such are on the left and the power reg and stability on the right. It's all just suggestions.
Bob: What's the white circular area around the crossing next to the right hive (Lovingly dubbed by me as the "Power Regulation" Hive ^_^ )
Bob: What's the white circular area around the crossing next to the right hive (Lovingly dubbed by me as the "Power Regulation" Hive ^_^ )
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GIANT VENTING SHAFT OF AWESOMEHUGE DOOOOOOOOOOOM! With the two catwalks crossing in the middle, the horizontal one is above the vertical. This means you have to take the long way to get to the hive, but you can take the short way out of it. I did put SOME thought into this, after all... :p
Anyone mind me giving a hack at the hallways underneath the ms? Or should I wait for middle room to be done?
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You can stake your claim on them, but I'd suggest not building them yet, as we don't know how much room you're going to have to work in. I'll try and leave ample space for them when I build out the middle areas.
At the moment it looks like the official passing around of the RMF is going to bijiy next, then I guess me again to do the middle areas, then probably we'll let decimator tack on his side. THEN Mr.Bill gets it to put on MS and those halls. At that point we should have the geometry work done, and can start on the make-it-pretty stages, and a whole new round of rmf passing about, and tweaking, and vent making, and texture work, and lighting, and so on and so on. Once we do have the map in a whole piece, there's nothing stopping us from working on multiple areas at once, as long as the designated points where they meet the next areas aren't changed at all. This could be tricky, but might work out OK.
Anyone mind me giving a hack at the hallways underneath the ms? Or should I wait for middle room to be done?
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Wait a minute, there are halls underneath MS? Sounds like DC/SC heaven. Did we add these in after Bob posted the newest layout? :huh:
Okay so included in the file: My lights.rad settings, my custom wad that I used, the bsp compiled, the source in .map and .rmf form.
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for some reason, most of the room still is the untextured White when this is opened in hammer.
Are you absolutely certain that you've included all the wads you used? It seems to be wanting, for example, "t_grate2aln" and other such textures. And they just don't exist. :(
Second, judging from the architecture, would it be possible to make a giant room around this? Maybe this is some sort of "control room" in the corner of a giant room (on account of the fact that the hive you've mapped is very small). Deci had an idea to make the hives incredibly hard to assault in order to prolong games and make them more 'epic.' After seeing deci's hive, I'm inclined to agree with him - it would be damn hard to move into that hive.
And since we don't want one hive to be more inaccessable than others (gg caged), all three hives need to be equally spaced and equally sized.
All that said, this looks great :)
Hallways under MS = hallways south of MS. 'Under' it on the 2d layout view.
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Doh! I feel stupid now... :blush:
My hive isn't tiny D:, it's cute.
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Best. Excuse. EVAR.
My hive isn't tiny D:, it's cute.
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Best. Excuse. EVAR.
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It really is. :(
..thats the same as mine HOW?!?!
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Ooooh! OOOooohhh!! I know! I Know!
They both have a stair to the MS! Yaaaaaay!
..thats the same as mine HOW?!?!
*stabs bob in the face with pure hate*
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Slanted walls and half-pillars aside, this is just a retexture-job. We also took out the skylight because it was probably 200 polies by itself :p
Oh - and the RT placement changed a little bit too.
oh noes! mein skylight!
I better get those pillars back! :)
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Oh I agree -We'll collectively slap bob around until he adds some sort of pillar because the walls look a little sparse as they are.
if you can hear this, bob: DO IT FOR THE CHILDREN
Dubb did it. I was just continuing his theme. Get him. KILL HIM!
Still needs retexturing anyway because somehow we are still at 136 textures? I don't have a CLUE how that works out. I used maybe... 10? 20? in MS. And those are textures that are already used in the rest of the map.
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I say we need to show up at Bijiy's hive with pitchforks and torches. That's the only thing that we can't be sure of.
Who would've thunk that going over one's texture limit would be so damn easy?
EDIT
I've recompiled the marine spawn to check out the texture usage. So I compiled that data in a text document; I'll post the contentes here. (please note that we can strike at the very least two wads from the list because they're completely unused.)
TEXTURE USAGE IN MARINE SPAWN
ns.wad - 12 textures
v.wad - 11 textures
halflife.wad - 2 textures
bijiy.wad - 1 texture
ns2.wad - 1 texture
ns_bast.wad - 1 texture
ns_tanith.wad - 1 texture
ns_nancy.wad - 0 textures
ns_nothing.wad - 0 textures
= 29 textures
Texture usage is at 0.95 mb (of 4.00 mb MAX)
Seeing as how the texture usage is below 1 mb, and seeing as how marine spawn and the surrounding areas are roughly 1/4th of the map, I'd say we're either on track or damn close to it.
I'm going to try to isolate each section to see where all the wads and texture usage are coming from (although my sneaking suspicion is that it's bijiy's hive, because there's an awful lot of brushwork over there. I'm checking into it now.)
Well dubb, Which MYSTERIOUS area is killing us with textures? HMM!?!? WHICH!?
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you're a dead man, bill <_<
anywho, I suppose I need to explain myself - apparently the section that nobody expected, my section from a year ago, (which we all just ignored because we figured it was good to go and because it was really old - big mistake) was using 2.59 megabytes of texture memory. Coupled with the area leading up to Bijiy's hive, it was 3.09 mb (or something close to it).
Apparently I used nearly 90 textures :blink:
But the point is this: I've nulled everything, and am now in the middle of retexturing it (and perhaps staying off the booze while i do so...) to get it to acceptable levels. If all goes well, it should be good to go (for real this time ) by tonight.
Woopsies :lol:
EDIT gee - it's a frenzy in here. don't tear me apart, guys.
Anyways, the problem's been fixed and we're rolling again.
Hypocritical bastard!
*Bijiy shakes fist
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Yes well, I happened to spend four hours fixing mine :rolleyes:
:lol:
Oh yes - and as an update, the texture usage is down to 19 textures now, .67 megabytes. So the only problem left is bob's computer room/bijiy's hive.
SIGN ME UP for hooting and cheering and whatnot of the sort of work that isn't actually work!
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i am the best asshole in the world!
so if you can make a map that i can't somehow make fun of, then you're good.
so sign me as "Project Ass"
Bob, align the textures to face and it suddenly becomes much easier.
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I usually just apply the texture, make sure it's running in the right direction, and set the x-shift and y-shift to zero. it lines up nicely.
So this is where Bob does his mapping, interesting... :ph34r:
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Yes. And someday he'll do that vent shaft like he's supposed to.
OR SO HE SAYS <_<
Actually, I have the vent shaft at the moment. Bob gave it to me to texture, and I gladly did. However, we'll want a custom texture for the inside of the pipes, none of the current ones will work.
Though, is this all there is, Bob? I'd like to see how everything is coming together.
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oh o_O
well then. Now I need to find something else to climb on Bob's back about. Perhaps the south hive?
Anywho, I have a new hallway finished. Screens to come.
well then. Now I need to find something else to climb on Bob's back about. Perhaps the south hive?
Climb on if you wish. I got too involved in too many things all at once (mapping, ns pt, zp pt, forum mod, cal practice, having a job, not ignoring woman all day, etc.) and then hl2 dropped on top and the whole pile crumbled. I've been pretty much out of everything for a while now. I'm trying to get involved in things again... slooooowly this time so I don't get overextended.
Many apologies for not mapping all the stuff I promised to map. :(
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s'allright - Deci and I have been chugging along pretty lazily too. However, I have gotten something done!
I call it: Hallway below the Marine Spawn.
Heh, don't worry. We're only half dead. :p
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I'm the dead half. :(
Technicly Im also half dead, as my mapping is too pwn for you guys, so they keep me locked up...
WHEN I ESCAPE!! I WILL REAK HAVOC ON YOUR PRECIOUS MAPS!! YOU WILL FIND OUT THE TRUE MEANING OF RAPE A MAP!! BHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!
*bounces around in the cage*
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scary :blink:
Heh, don't worry. We're only half dead. :p
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I'm the dead half. :(
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Do you plan to ever come back alive, or should the portions you were going to attempt be consoldated amongst the other mappers?
Heh, don't worry. We're only half dead. :p
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I'm the dead half. :(
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Do you plan to ever come back alive, or should the portions you were going to attempt be consoldated amongst the other mappers?
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Deci and I have already divvied up the remaining portions.
Progress crawls, but remains a constant.
I'm pretty sure something *could* be worked out :p
and entities are at a premium on ns maps
what does that mean? o_O
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Basically, the Half-Life engine can only handle a certain amount of Entities (entities are just brushes that do something - be it a window, door, something breakable, a res node or a hive, et cetera et cetera. Since NS maps are much more detailed than most other Half-Life-based maps, the entity limit of the engine is often reached witthout even realizing it. We're doing well with entities so far, and have some to play with.
This could be possible, be it maybe light and sound from a cracked, broken sliding door. We'll look into it, but we must first get the map in playtesting form.
I've started mapping... could you maby assign me a small inconspicuous room somewhere? just so I feel special?
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Visit us in #lm-map and we'd be glad to sort something :)
Who do I have to toss peanuts at to get a latest copy of the rmf?
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#lm-map?
Who do I have to toss peanuts at to get a latest copy of the rmf?
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elephants?
If you ask Deci, he wouldn't respond because he's been doing that 'real Life' thing lately.
If you ask Bill, he'd say that Dubbilex needs to get off his lazy arse and make a hive.
If you ask me, I would say that I'm getting to it, damn it :p
We've hit the fundamental limit of the Half-Life engine, brushwise, so we've cut down a lot and have rebuilt a lot. In conclusion, if I get really inspired and Bill does too, we could have this done within the month. And even then it will be an alpha, and as such will require a lot of testing and balancing. Oh we're just getting started - spending a year making the flipping map is only the first part.
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Well if you get it finished you will have pretty much the most hardcore playtest whores you have ever seen.
I just joygasmed in my pants. Now if the play is as good as it looks...I may joygasm in yours. :p
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*me warns to make the play as horrible, horrible as possible*
If you ask Deci, he wouldn't respond because he's been doing that 'real Life' thing lately.
If you ask Bill, he'd say that Dubbilex needs to get off his lazy arse and make a hive.
If you ask me, I would say that I'm getting to it, damn it :p
We've hit the fundamental limit of the Half-Life engine, brushwise, so we've cut down a lot and have rebuilt a lot. In conclusion, if I get really inspired and Bill does too, we could have this done within the month. And even then it will be an alpha, and as such will require a lot of testing and balancing. Oh we're just getting started - spending a year making the flipping map is only the first part.
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Well if you get it finished you will have pretty much the most hardcore playtest whores you have ever seen.
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QFT
If I'm... not too late. I could contribue. I'm... fair with hammer.
I have a Map in Progress ATM, but I'm sorta low on ideas for it, so I could put time into this if you'd like:)
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Join us in #lm-map sometime on IRC :)
*stabs eyes out with really sharp objects*
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Agreed.
[edit] never thought I would go blind before LC did...
*stabs eyes out with really sharp objects*
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Agreed.
[edit] never thought I would go blind before LC did...
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Oy.