Author Topic: Lm Community Made Map  (Read 118557 times)

September 23, 2004, 11:20:59 PM
Reply #240

BobTheJanitor

  • Legacy Admin
  • Commander

  • Offline
  • ******

  • 2194
    • View Profile
    • http://
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.
« Last Edit: September 23, 2004, 11:21:57 PM by BobTheJanitor »

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 23, 2004, 11:32:44 PM
Reply #241

Decimator

  • Legacy Reserved
  • Gorge

  • Offline
  • *

  • 166
    • View Profile
    • http://
Alright, I have dedicated a gmail account to this project.  Feel free to use the lmmappers address for storing files.  The password will only be given to mappers.  PM me if I haven't given you the pass.
Quote
Alert code one.  The temperature is twenty degrees below zero.

September 24, 2004, 06:17:33 AM
Reply #242

Dubbilex

  • Legacy Reserved
  • Marine

  • Offline
  • ****

  • 968
    • View Profile
Quote
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.
[snapback]29549[/snapback]

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).

September 24, 2004, 09:33:53 AM
Reply #243

BobTheJanitor

  • Legacy Admin
  • Commander

  • Offline
  • ******

  • 2194
    • View Profile
    • http://
Yeah, check out this layout which I posted a while back:

Just plaster in your stuff in the top right. The last room that you built, I added a corridor going out the lefthand side, with another corridor going south from it at a 90 degree angle, leading down to the large vent room (the white circle). So we're pretty close to remaining on track with this layout. Which is exactly what I wanted. The map shows basic directions, but to actually get from one point to another you have to walk around a lot more than just going in straight lines, and go through a couple rooms.

So from the large vent shaft room, I'll just make doors going out the east and south sides and let bijiy attach a hive to that. Then I'll start mapping out from the west side and towards the central rooms of dewm... maybe. This is where it starts to get tricky and where we may need to start duct taping everything together. I don't want to make a collection of  rooms too wide to fit inbetween bijiy's hive and deci's hive.

Anyway, since probably everyone else won't be sitting on the map for 3 months without doing anything, progress should be faster now.  :ph34r:

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 24, 2004, 11:03:24 AM
Reply #244

Decimator

  • Legacy Reserved
  • Gorge

  • Offline
  • *

  • 166
    • View Profile
    • http://
I'm going to do the node to the east of my hive next, so consider that taken.  I'm going to make the halls leading between my two outer nodes and I'll leave a small hall for the middle room to connect to, then I'll upload the rmf to lmmappers so the middle room can be built.
Quote
Alert code one.  The temperature is twenty degrees below zero.

September 24, 2004, 11:40:17 AM
Reply #245

BobTheJanitor

  • Legacy Admin
  • Commander

  • Offline
  • ******

  • 2194
    • View Profile
    • http://
Excellent. Just remember the elevation changes so we can make them nice gradual ramps or stairways, instead of lots of ladders. Being a dedicated Fade, I consider ladders my arch-nemeses.  ;)

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 24, 2004, 03:03:25 PM
Reply #246

Satiagraha

  • Marine

  • Offline
  • ****

  • 960
    • View Profile
    • http://
Quote
...Geometry first! Let's just get the rooms in place and duct tape them together, THEN we can do all the prettying up...
[snapback]29546[/snapback]
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.


Quote
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.
[snapback]29548[/snapback]
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 ^_^ )
« Last Edit: September 24, 2004, 03:05:47 PM by Satiagraha »

We are the shadow that comes in the night and says "ARRR!"
"yarrr I'm gaybeard the butt pirate, and I've come to plunder yer booty!" -TAK

September 24, 2004, 04:36:31 PM
Reply #247

Mr.Bill

  • Legacy Reserved
  • Onos

  • Offline
  • ***

  • 542
    • View Profile
    • http://
Anyone mind me giving a hack at the hallways underneath the ms? Or should I wait for middle room to be done?

 
Hows my comming? PM!

For the win

September 24, 2004, 04:53:29 PM
Reply #248

BobTheJanitor

  • Legacy Admin
  • Commander

  • Offline
  • ******

  • 2194
    • View Profile
    • http://
Quote
Bob: What's the white circular area around the crossing next to the right hive (Lovingly dubbed by me as the "Power Regulation" Hive ^_^ )
[snapback]29589[/snapback]
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

Quote
Anyone mind me giving a hack at the hallways underneath the ms? Or should I wait for middle room to be done?
[snapback]29602[/snapback]
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.

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 24, 2004, 05:04:04 PM
Reply #249

Mr.Bill

  • Legacy Reserved
  • Onos

  • Offline
  • ***

  • 542
    • View Profile
    • http://
/me calls halls underneath ms.

well... since I got time to spare...
*works on ms*

 
Hows my comming? PM!

For the win

September 24, 2004, 07:05:55 PM
Reply #250

Bijiy

  • Legacy Reserved
  • Skulk

  • Offline
  • *

  • 109
    • View Profile
    • http://
This is what I have so far after about 40 minutes of work:


September 24, 2004, 07:31:40 PM
Reply #251

Dubbilex

  • Legacy Reserved
  • Marine

  • Offline
  • ****

  • 968
    • View Profile
It's a little dark here, but I realize that's because of the light forum background color more than anything.

the texturing looks great - clean, concise, fitting.  Just get some crazy mood lighting in there and you win :)

September 24, 2004, 08:45:30 PM
Reply #252

Satiagraha

  • Marine

  • Offline
  • ****

  • 960
    • View Profile
    • http://
Quote
Anyone mind me giving a hack at the hallways underneath the ms? Or should I wait for middle room to be done?
[snapback]29602[/snapback]
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:

We are the shadow that comes in the night and says "ARRR!"
"yarrr I'm gaybeard the butt pirate, and I've come to plunder yer booty!" -TAK

September 24, 2004, 09:30:36 PM
Reply #253

Decimator

  • Legacy Reserved
  • Gorge

  • Offline
  • *

  • 166
    • View Profile
    • http://
Alright, the basic geometry for my section is done, for the most part.  The way things are shaping up I think we'll need to push the middle hive downward and sort of squeeze the center stuff in between to two outer hives.

Edit: and I've just discovered that the attachment is too big for the forums...  :angry:
Oh well, posted on lmmappers.
« Last Edit: September 24, 2004, 09:36:45 PM by Decimator »
Quote
Alert code one.  The temperature is twenty degrees below zero.

September 25, 2004, 04:17:39 AM
Reply #254

Bijiy

  • Legacy Reserved
  • Skulk

  • Offline
  • *

  • 109
    • View Profile
    • http://
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.

September 25, 2004, 07:32:37 AM
Reply #255

Dubbilex

  • Legacy Reserved
  • Marine

  • Offline
  • ****

  • 968
    • View Profile
Quote
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.
[snapback]29625[/snapback]

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 :)

September 25, 2004, 07:56:12 AM
Reply #256

Bijiy

  • Legacy Reserved
  • Skulk

  • Offline
  • *

  • 109
    • View Profile
    • http://
I just using all the official wads, and my custom one. It sounds like said texture is from the tanith wad.
« Last Edit: September 25, 2004, 07:56:45 AM by Bijiy »

September 25, 2004, 09:03:11 AM
Reply #257

Decimator

  • Legacy Reserved
  • Gorge

  • Offline
  • *

  • 166
    • View Profile
    • http://
Alright, I uploaded Bijiy's latest stuff to lmmappers and took a look at it myself.  It's painfully dark ingame, but in hammer the brushwork looks very nice indeed.
Quote
Alert code one.  The temperature is twenty degrees below zero.

September 25, 2004, 09:12:00 AM
Reply #258

BobTheJanitor

  • Legacy Admin
  • Commander

  • Offline
  • ******

  • 2194
    • View Profile
    • http://
Hallways under MS = hallways south of MS. 'Under' it on the 2d layout view.

Decimator - you can't squeeze the center stuff. That's a majorly large part of the map. And the center hive is going to be rather big as well. THIS IS WHY I DIDN'T WANT THIS MUCH WORK BEING DONE IN SEPERATE PIECES!!!!! Oh well, we'll make it work somehow. Just remember that the center areas of the map and the center hive are where most of the battle is going to take place.

Look at maps like hera, with processing and datacore. Or tanith with cargo and fusion. Or caged with shipping tunnels and ventilation. Or nothing with viaduct and the mostly unnamed area around viaduct. The center hive is almost always the biggest fight. You want it to be generally hard to hold for both teams, to lead to more epic battles.

Anyway, like I keep saying, let's get it all and piece it together and then see where we stand on questions of accessibility and balance.

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

September 25, 2004, 09:50:02 AM
Reply #259

Decimator

  • Legacy Reserved
  • Gorge

  • Offline
  • *

  • 166
    • View Profile
    • http://
Well, after seeing Bijiy's hive I don't know if we'll have a problem, especially if he flips it so that none of the entrances are facing the edge of the map.  We'll be able to shove it right up against the edge then.

Here's what currently is uploaded.  My mess is on the west and bijiy's hive is on the east.


The area I currently have done:


I think that if we move my hive up a bit we should have plenty of room for the center hive.

Edit: if you want to take a look at exactly what I have done, it's up on lmmappers.
Double-edit ftw: I don't think theres really anything left for me to do expansion-wise, all that's left is detail work for my section.
« Last Edit: September 25, 2004, 09:55:37 AM by Decimator »
Quote
Alert code one.  The temperature is twenty degrees below zero.