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Messages - BobTheJanitor

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161
Mapping / Lm Community Made Map
« on: September 23, 2004, 11:20:59 PM »
Another thing that changed minimap leaves out is the awesomehuge venting shaft room thingy with the two crossing catwalks. And that will be a good sized room. I want people to walk into it and feel tiny. We'll see how well I can do this without making it an fps killer. It should be a pretty simple room, though, just very tall and very deep. It goes south of dubb's area leading towards the eastside hive, which is going to end up more where the vents are in that map. As soon as I finish building the room of awesomehugeness, I should be ready to turn the map over to bijiy to tackle the hive room. Hope you enjoy vertex manipulation.  :p

Edit: If you use the word cargo for a room name, I may have to throw you down an awesomehuge venting shaft. Just so you know.

162
General / I Was Just Wondering About The Map Rotation
« on: September 23, 2004, 11:15:42 PM »
We actually run the default map rotation, just as it comes. The only change is in the number of players required to switch to a co map, which has to be pretty low, and thus co is rarely seen on the lunixmonster. We do have a few nice customs that can be switched to by an admin, just ask, we're happy to do so.

163
Mapping / Lm Community Made Map
« on: September 23, 2004, 10:03:48 PM »
Neat. Of course we need to keep in mind, as I keep beating this dead horse again: Geometry first! Let's just get the rooms in place and duct tape them together, THEN we can do all the prettying up and making one room look like 'nuclear chicken monitoring' and another like 'cargo silo power ventilation hive'.

164
General / Favorite Map?
« on: September 23, 2004, 04:20:05 PM »
Bast = prettiest

Eclipse = best playing

I voted for Eclipse, but it's really up in the air. We'll have to wait for the remade version of bast to finalize before I'm sure. Maybe they can make it into something that plays as well as Eclipse! Kekeke!

165
Off Topic / Dawn Of War
« on: September 23, 2004, 09:07:17 AM »
Anyone got a copy of DoW? It's automatic awesomesauce because it's the warhammer 40k universe. Of course, you may not appreciate this if you don't know what it's like to spend five hours paining one miniature to perfection only to look and realize that you've still got another 30 miniatures in your army that are still unpainted.

But now you too can play, no paint fumes required. (This may be a disadvantage, depending on your point of view) For an RTS, it's actually quite well done. The focus is much more on battle than on resource gathering like, say, WC3. The power resource is gained by building plasma generators, and then just leaving them alone. And then there's a sort of strategic resource that's gained by capping strategic points and holding them. (Kinda like NS res towers) So the team that controls more of the map can build faster, and push out more, and so on. Makes for lots of fast action. Plus, the engine is quite amazing, and seeing a group of 30 space marines go charging into an ork horde, backed up by mighty dreadnoughts and heavy tank support is a sight that makes anyone's inner nerd geek out with glee. You can zoom down to the level of the battlefield and check out the detail on individual faces.

My point being, it's a really fun game. So does anyone have it?

166
Mapping / Lm Community Made Map
« on: September 23, 2004, 08:47:49 AM »
Well we can make it work, but it will be tricky. Siege range is the main problem to deal with. If we just start slapping in hallways haphazardly to make rooms fit together, we may end up being able to siege hives from odd and improper places. We want to make sure that the siege locations are strategically placed, and don't just crop up randomly without our knowledge. (Or we'll end up with some sort of weird double siege old hera like thing... or who knows what else) I've been saying all along that we really just need to get the geometry down and then do the texturing to make it all match up. I guess I really need to finish off my area that I'm on right now. I'll try as much as possible to get the catwalk crossover deep vent shaft room done tonight and get the rmf to bijiy so he can do his hive. Then I'll probably just start working on the central area in a seperate map file and see what I can accomplish with that.

Oh, and by the way: NO VENTS YET! I don't care where you think they should go, it will change. Rooms aren't even locked into place yet, making vents that go from one to another is just silly. Main map first, then vents.

167
Mapping / Lm Community Made Map
« on: September 22, 2004, 09:55:53 PM »
Doesn't fit thematically at all, actually. I guess we need more screenshots, and to coordinate texture sets. And let me go ahead and veto CC-in-a-box. That's a bit too off for me. Just on the floor would be fine. (I always assumed it was phased in along with the rest of the marines at game start when the marines punched through the nano-gridlock to build their first base area)

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:

168
General / Ns.org Comments On Structure Blocks..
« on: September 22, 2004, 01:58:53 PM »
Quote
What about structures dropped that do not obstruct anything or draw any OC fire?  Sometimes I'll drop a structure in a random area just to distract skulks, or hoping that some gorge hanging out in a hive will start spamming "THEY'RE BUILDING IN <insert hive area>".
I always thought that was handy, since a dropped ammo pack sounds the same as a dropped tfac or whatever. Really gives the skulks a jumpstart.  :D

169
General / Ns.org Comments On Structure Blocks..
« on: September 22, 2004, 07:38:15 AM »
Yeah, Zunni knows about it, and Zunni is the main person to take comments from the mighty NS world and turn them into bite size morsels to take to flayra, so he can spit them on the floor and kick and cry.

170
General / Ns.org Comments On Structure Blocks..
« on: September 21, 2004, 11:11:13 PM »
In B6 OCs are supposed to be recoded to fire at living targets first, and structures second, regardless of range. So I'd take that as the dev team's official NAY on using structures to draw OC fire. Also, interesting factoid about the CC. I have no idea why it would hurt it though...  :blink:

171
Mapping / Lm Community Made Map
« on: September 21, 2004, 02:34:05 PM »
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.

172
Off Topic / Whats Your Favorite Video Game Intro
« on: September 21, 2004, 11:47:26 AM »
Intro to Dawn of War is pretty freaking awesome. Anyone who ever played warhammer 40k, or who just like RTS, I suggest checking this one out.

173
Mapping / Lm Community Made Map
« on: September 21, 2004, 11:45:00 AM »
Quote
Well, it's directly below the hive actually, so no knifing of the hive ever.  :D  It's also very very deep, so skulks will be able to grab the walls if they fall in.
You can knife it, you just have to be at the right point to do it. That's OK though, the official mapping guidelines say that hives should be reachable for knifing and healspraying. Of course, very few of the official maps FOLLOW this rule...

174
General / Ns.org Comments On Structure Blocks..
« on: September 21, 2004, 11:43:22 AM »
It's perfectly possible to siege from red room without needing to block the vents.

175
Off Topic / Killing The Gaming Habit
« on: September 20, 2004, 06:23:56 PM »
He'll make you squeeeeeeeeal like a ... uh ... moose!

176
Mapping / Lm Community Made Map
« on: September 20, 2004, 06:22:41 PM »
For those that have forgotten, the theme is a geothermal energy production plant. So, pipes, steam, deep venting shafts, these sort of things all fit the theme. Computers, of course, you can't really make an NS map without them. And the things I'm most interested in, still, are getting the basic geometry out of the way. Just give things indication textures that show how you eventually want them to look. Don't worry about real pretty textures for now, just get the shape down, and then we'll make it good later.

177
Off Topic / Killing The Gaming Habit
« on: September 20, 2004, 03:23:51 PM »
Admit it, folks, deep down you're saying to yourselves "Seth would be a really interesting guy to go out partying with, at least once."

178
Mapping / Lm Community Made Map
« on: September 20, 2004, 02:04:29 PM »
Quote
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.

179
Mapping / Lm Community Made Map
« on: September 20, 2004, 11:56:05 AM »
Bijiy: The western hive is all Decimator's baby. The central hive I'd kind of like to take over, as the hive and the area around it have a somewhat complex design that I'm not sure I can describe very well. The eastern hive is still open as far as I know. I am building in that direction, but I can actually just cut off towards the west from where I am and start working towards the central hive. We may get into a mess when we have to stick it all together, though, so we'll need to be careful about that.

And there was a final layout sort of thing posted a page or so back, one that actually showed the elevation differences and so on.

180
Mapping / Lm Community Made Map
« on: September 19, 2004, 11:10:38 PM »
ZOMG BUMP!

I wish I had something nifty to show off, but nothing yet. Deci sent me some work he's been doing on the westside hive, and it's looking quite nice geometry wise. Still needs a lot of texture and lighting work, but that's the FUN part, he's got a lot of the fiddling with brushes out of the way stuff. Hooray!

That prompted me to actually dust off hammer and start on my side some more. Nothing too terribly exciting to report yet, I did decide to add some fun infestation around a door, which meant I had to learn how to do infestation. That was fun. We'll find out how well it works when I have something worth compiling.

So this is your basic bump to let you know that rusted wheels are starting to scrape into life again, and there should hopefully be more news soon.

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