Collab Mapping #01 Phase 1/3

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Creavion
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

A geometry balancer is simply "ein Subtract Würfel, den ich unter die Level Geometry gesetzt hab, um die Geometry zu stabilisieren. Das hilft manchmal."

Pic 1: Nonsolid.. can happen... honestly I dont know why Myth relys on Nonsolids that much, I have mostly trouble with those kind of brushes.
PIc 2: Uhm, shit yes.. :/ can be fixed later.

Dont worry to much about the size Renegade. It looks very interesting. GenMoKais cave was also "slightly" oversized. And dont talk such senseless bullshit. The fact alone that you used trims there such "excessive" shows me at least, you are not "that" bad (as you mean from yourself). So pull yourself together and finish your mission!
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

Wow nice Renegade, didnt expected something like this :shock: im really curious how it will look with lighting :D
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Creavion
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

GenMoKai wrote:Wow nice Renegade, didnt expected something like this :shock: im really curious how it will look with lighting :D
Exactly. I really dont want to know how much time yuo needed for those many trims.

It would be a waste if you would really drop that part now.
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[did]Madis
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Re: Collab Mapping #01 Phase 1/3

Post by [did]Madis »

Creavion wrote:
GenMoKai wrote:Wow nice Renegade, didnt expected something like this :shock: im really curious how it will look with lighting :D
Exactly. I really dont want to know how much time yuo needed for those many trims.

It would be a waste if you would really drop that part now.
I agree, that screenshot doesn't look even remotely bad enough to be cut. I wouldn't say it goes too far from the original theme - Just add some nice lighting that is more or less consistent with the existing themes and it'll probably look OK. If you have trouble with making decent looking lighting there's plenty of tutorials that can give you some good ideas. I can link you to some I've used myself.

On the collab map, I'm not particularly sure I'll be able to make anything myself. I got two weeks of exam periods right now, however once that's down I'll be mapping full time for two mods. Perhaps if you're still on this map or maybe starting a new one after this one's done, I'll contribute something as well.
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

@Renegade: It's your choice, but srsly drop the crap and pull yourself together.
@Crev: what geometry balancer? I there still are BSP holes, I need all the info I can get.
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

I am speaking of the subtract cube with the TrenchFX texture under .. gens cave, thats all. (which is not there anymore^^)
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[did]Madis
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Re: Collab Mapping #01 Phase 1/3

Post by [did]Madis »

Myth wrote:@Crev: what geometry balancer? I there still are BSP holes, I need all the info I can get.
I think he means the BSP sliders in build options. I could be wrong, though.

EDIT: Apparently the latter.
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

When I've imported your part I only imported the part between the 4 brushes you connected.
So, yeah... I'm going to check it out before the next merge.
But the map you posted also had that HOM in the vent if I recall well and another one In Gen's cave... so yeah...
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Re: Collab Mapping #01 Phase 1/3

Post by editor Dave »

Here's a suggestion from me about the jumpevator: It took way to long to get to the second floor. Furthermore, there's a bit of luck to reach the second floor. So I suggest papercoffee or Myth to place a normal but invisible fast elevator in this tube. This would have the same effect and is less annoying.

Whatever, now I let speak the pic ^^
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

The idea of the jumpevator is, if some one hunts you... you can jump away but the enemy can do the same without waiting.
If you build an elevator the other guy can't use it till the mover is back... I think this is more annoying.
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Creavion
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

Myth wrote:When I've imported your part I only imported the part between the 4 brushes you connected.
So, yeah... I'm going to check it out before the next merge.
But the map you posted also had that HOM in the vent if I recall well and another one In Gen's cave... so yeah...
No no, everything is alright. I added that subtract cube under the cave ONLY, because the cave itself caused .. a lot of bsp bugs which made it sometimes "impossible" to make anything in the ed at all.
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

@ Renegade
Shutuuup ...your stuff is great. keep working ... wanna see the finished one. :agree1:
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

Okay. Okay.
Thanks for the comments everyone. 8)
I'll go ahead and finish it to the best of my ability.
I'm setting the completion time to be Sunday.
Few Things.
I'm changing the lift to a jumppad.
I have no idea what do do with those boring grey walls.
I need some help to build a tall/ish cavern to fit over the area (to stick with the mine theme)
as I have no idea how to make convincing terrain. But I'll get this later once I butcher those walls.

Oh, and the typical orange and cyan light scheme doesn't work very well with the reddish brown texture pallet I'm working with
so I'm going to see If I can mimic the Pink and Green scheme of Arken.
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[did]Madis
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Re: Collab Mapping #01 Phase 1/3

Post by [did]Madis »

Renegade wrote:I have no idea what do do with those boring grey walls.
Look at existing work and adapt some ideas from there, or use well placed lighting and shadows to bring an empty wall alive.
Renegade wrote:Oh, and the typical orange and cyan light scheme doesn't work very well with the reddish brown texture pallet I'm working with
Orange works on the brown floor, cyan works on the grey walls.
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

Ok ...maybe I found some thing what causes the HOM in Creavions air shaft. Picture two is 2 units closer.
And picture 3 is my w.i.p
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