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Hoth Map with screen shots help needed too!!


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Posted

The only problem with too many vehicles is the lagg (man aren't I the one to bring everyone's excitement down).

 

PS: Good map though but you will need to work on details.

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Posted

model jedi_hm/head_c1|torso_g1|lower_e1

thats the cmd for a human male with hoth clothes.

change the jedi_hm to like jedi_rm for a rodian or jedi_hf for a female human and stuff

Posted
Originally posted by ahnil8tor03

:eek: its uber dude, why must you dis his awsome work?

 

Cazor wasn't "dissing" anything. He just said that the map is nothing special to look at now, it's a bit bland. It's not an insult, it's called constructive criticism. Cazor also provided some suggestions for improvement, an integral part of constructive criticism, which is far more valuable than merely saying "dude ur map SUX" or just saying the map is awesome. Simple judgements like that don't tell the mapper anything useful.

 

He's right, too. The map is pretty bland at the moment. Look at the hangar walls, cieling, and floor, in this shot, for example. They are bare, flat walls, and evenly lit. It takes more than the promise of 6 AT-AT's to make a really memorable map, which this could be. The interior walls right now are flat and boring, I would add pipes, lights, catwalks, girders, all sorts of things. Try some of the default Hoth models, if you don't want to make your own--these might work well. Raven's done a nice job on a Hoth corridor that you could use as well. The exterior area is also pretty flat--try adding some snowbanks and rocks. md3 models are neat, because it takes two clicks to add them, and then all you have to do is clip them, or, for simple or large models, autoclip them. They can also be scaled and rotated smoothly.

 

If you're at a loss for what to do to improve the map, I'd recommend reading my architectural style article.

 

Work at it!

Posted

Hangar update pic

looks much more alive then before

 

pic

I still need to make the ground wirey but

that may be hard to do for me. Some of my light models look black can someone help me with this problem?

Posted

i havent quite thought out all of the objectives but i know three!!

Umm ok Imps: Destroy Shiled Generator, Destroy Ion Cannon, Ive made it so the imps would have to hack the rebel door open bacause it closes after one of the objectives before.Maybe something likehack the door lol but in better words. Um the turrets by the door will be a problem for the hackes so i guess it wouldnt hurt to make destroying those turrets an objective since it has to be done. Ive been having a problem thinking up a final objective you know the one that wins the siege game.Should i make it so the imperials have to get inside the command center or just get inside?? Since thats going to be hard its self.

Posted

Oh yeah, that's pretty easy, same principle as a scripted elevator, it just moves horizontally (or some combination of horizontal and vertical). You could EVEN just make the Falcon a big func_door and trigger it when it leaves, but that's not as fun as a script that makes it lift off the floor, zoom out the hangar, pitch up, and whiz off into the sky.

Posted

Can you make a ice corridor, and when you shoot at the ceiling there will come rocks of it so the passing is blocked for the imps. so they have to take another way.

no?

Posted

Im having lag problems when looking from the hangar to the rest of the level. Is there a way to change the distance you can see without making the sky look messed up.

Posted

k guys im pretty much done with this map so im gonna wait for the at-at to come out to realese it.

Thanks for all you help :)

Posted

I could but that would ruin the ATAT version right, but if something happens and the atat doesnt come out then I will have to.

Posted

yeah he is right to wait

i know i would if i spent all this time mapping a great hoth level then released it with a very important factor

:atat:

  • 2 weeks later...
Posted

Ok the fps for me here is 50 and i have a radion 9800. O man the fps would be a killer for everyone. The OUTSIDE area is very VERY big. When I make the distancecull lower than the outside area the sky looks like the VOID. When i lower it to how i really want it the fps goes up and its great but there is no way in hell im gonna let the sky look like crap . I really dont want anyone to have bad fps. Can someone tell me how to lower the distancecull without messing up the sky. Making it look like THIS . Thanks:(

Posted

Study Ravens Hoth SP map by decompiling it. Having a mix of fog and distancecull will be good. Also try putting gridsize 4096 4096 4096 4096 in the worldspawn

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