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Post by kiwi on Jun 22, 2010 20:24:22 GMT
Qwerty asked me to make a nonja map so I will record updates/screenshots here. Hope to see it finished :3
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Post by Qwerty on Jun 23, 2010 0:12:11 GMT
Indeed, Kiwi has been kind enough to volunteer. From what I hear it will be epic.
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Post by nmagain on Jun 23, 2010 13:46:14 GMT
Sounds epic,you seem to spend most of your time making it I see.
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Post by kiwi on Jun 23, 2010 15:13:08 GMT
I'm refining the first floor and instead of making a couple of buildings aboveground I made a small clone of gm_flatgrass. The houses will probably be added in later additions. Right now I want to finish the nonja base, and then continually add to it. :>
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Post by Qwerty on Jun 24, 2010 4:05:43 GMT
I tried it. It is absolutely epic. Couple suggestions (if you feel you can do them, I'm fine if you don't do some harder ones):
-Lower than the second floor (duh) -Way to go up in the elevator, plus call buttons for floors (doesn't override current direction, if possible). -Different textures for the exterior of the Nonja base. -More of a blast-door style main entrance, with a button inside that allows it to open and close, plus the ability to do the same (or lock it) from the Inner Sanctum (if possible). -Some way to seal the shaft when the elevator isn't at the level to prevent people walking right into the shaft (force-field would work fine) (Maybe, if possible, not necessary). -No need for a flatgrass-esque platform, a small NF building with the current textures of the exterior of the base with the door facing the other direction will do. Just somewhere the NFs can meet. -Slightly adjust the env_light so the shadow is going a bit away from the front, meaning, the front is in shadow. This will fix the problem of light coming under (and through) the door. You know what I mean. -Fix the computer in the rec room (you know the one).
I know it is a tall order, but I'm sure you can do it.
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Post by Blade of Whatever on Jun 24, 2010 7:02:42 GMT
Awesome map and also posting so qwerty can spam you more ideas/improvements/bugs
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Post by Qwerty on Jun 24, 2010 7:21:35 GMT
Indeed:
You physic'd the desk but not the keyboard. The keyboard is frozen, the desk can be destroyed. Floating keyboard. You may want to fix that. Just turn off physics on the desk. Also, I noticed you had a lamp pattern for the small TV. Nice touch, but you can move the TV, and the lamp effect doesn't follow, sooo... you know where I'm going. Same with the desk should work, and let's fix the chairs as well. The bottles can stay in place, but can you please add a trash can in a corner if possible? Fixed in place as well.
It may be too much to ask on this part, but is there some way you can widen the dining hall a bit? The lights on the walls make it hard to move to either side of the side tables without knocking chairs over.
Shall we come up with some ideas for the torture chamber? An interrogation room, that infinity pit you mentioned, a fire pit (toggleable or not, depending on possibility), an acid pit (again, if possible), a spike pit (I'm sure you can place an env_damage, I think spikes are possible)...
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Post by kiwi on Jun 24, 2010 12:32:52 GMT
I tried it. It is absolutely epic. Couple suggestions (if you feel you can do them, I'm fine if you don't do some harder ones): -Lower than the second floor (duh) -Way to go up in the elevator, plus call buttons for floors (doesn't override current direction, if possible). -Different textures for the exterior of the Nonja base. -More of a blast-door style main entrance, with a button inside that allows it to open and close, plus the ability to do the same (or lock it) from the Inner Sanctum (if possible). -Some way to seal the shaft when the elevator isn't at the level to prevent people walking right into the shaft (force-field would work fine) (Maybe, if possible, not necessary). -No need for a flatgrass-esque platform, a small NF building with the current textures of the exterior of the base with the door facing the other direction will do. Just somewhere the NFs can meet. -Slightly adjust the env_light so the shadow is going a bit away from the front, meaning, the front is in shadow. This will fix the problem of light coming under (and through) the door. You know what I mean. -Fix the computer in the rec room (you know the one). I know it is a tall order, but I'm sure you can do it. It's not epic :< K I will lower teh floor. The elevator is still in development and I haven't been keen to follow the multi-stop elevator article because... Well, look for yourself: developer.valvesoftware.com/wiki/Multi-stop_elevatorsI have to experiment to come up with another option, I was thinking of it stopping on every floor and continually goes all the way down collecting people and then up. Some elevators are like that, but you can see that it might be a nuisance if you want to go up one level, but instead you go all the way down and then all the way up and you finally get there. I hadn't been planning on directly showing the exterior of the nonja base to players (at least when they're not no-clipping). Does there need to be an exterior texture? : P Blast door styled entrance? The entrance on the map said secret entrance so I tried to make the house subtle looking.. Although, blast doors on an ordinary house would be pretty humorous : P I've been getting the elevator shaft right, the one that you see right now used to be really far up and I would usually just jump down from it xP I'm in the process of tweaking it. Where should dis building be? I can do that too. The huge monitor or the small one? Indeed: You physic'd the desk but not the keyboard. The keyboard is frozen, the desk can be destroyed. Floating keyboard. You may want to fix that. Just turn off physics on the desk. Also, I noticed you had a lamp pattern for the small TV. Nice touch, but you can move the TV, and the lamp effect doesn't follow, sooo... you know where I'm going. Same with the desk should work, and let's fix the chairs as well. The bottles can stay in place, but can you please add a trash can in a corner if possible? Fixed in place as well. It may be too much to ask on this part, but is there some way you can widen the dining hall a bit? The lights on the walls make it hard to move to either side of the side tables without knocking chairs over. Shall we come up with some ideas for the torture chamber? An interrogation room, that infinity pit you mentioned, a fire pit (toggleable or not, depending on possibility), an acid pit (again, if possible), a spike pit (I'm sure you can place an env_damage, I think spikes are possible)... Yes I was tweaking with that when I sent the map to you :-P So what you want is this: Fixed desk Fixed keyboard Fixed TV Fixed chairs Fixed trash can kaykay. I can widen the hall. Yes, of course you can come up with ideas for the torture chamber :3
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Post by Qwerty on Jun 24, 2010 17:43:03 GMT
What about multiple elevators, one between each floor? Not quite the Nonja base, but good for transport. Harder to control from the Inner Sanctum, though. You could make it go down, then up, with a single button, I suppose, or somehow work that in with a button for each floor. Anything that works, can visit multiple floors, and doesn't leave the shaft wide open for someone to fall and skip down a few floors. I've seen it with a couple maps, so it is possible, but whether you work it in or not is up to you.
Your plan should work well.
The secret entrance is optionally, but there is certainly a main entrance. We should have something outside the base if there is anything outside at all, eg, that flatgrass-esque thing.
Certainly something a bit larger, that locks and unlocks when you press a button on the inside or in the inner sanctum. Even a physical block of the door would work here, like a bar that slides into place to keep it from opening or something.
Alright. The current style is good, the function and shaft are my main worries.
Just a small one in the corner would do.
Yay!
The small one.
Correct, thanks.
Thanks, just a bit should do it.
Anyone else have ideas?
Oh, and when you reach the cells, you don't need that many of them. Just a few should work fine, say, 4. For the high security cells, I think one should do just fine (Qwerty's Cell).
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Post by Blade of Whatever on Jun 24, 2010 23:42:48 GMT
ooh! i know! a pit that spawns zombies that can't hurt you!
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Post by Qwerty on Jun 24, 2010 23:51:05 GMT
Is that even possible?
A pit with a few poison headcrabs at the bottom, that I can see.
Anyone know a good handcuff swep?
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Post by aerodude on Jun 24, 2010 23:55:24 GMT
perhaps instead of a multi-stop elevator, you have a stationary elevator with closing doors. Just select a floor and you teleport to a clone of that elevator on that floor. for that elevator feel without the elevator.
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Post by Qwerty on Jun 25, 2010 0:04:26 GMT
Eh, it's better with an actual elevator. Plus the shaft has to exist, closer off or not. And can buttons teleport? It would have to close the doors, teleport, then open them. And it would need to take any props you brought with you, with you...
I don't think it would be worth it. Kiwi's plan might work.
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Post by aerodude on Jun 25, 2010 0:07:10 GMT
eh i tried XD i don't play gmod much. maybe ill check it out when its done.
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Post by Qwerty on Jun 25, 2010 4:30:38 GMT
Kindly make the barracks larger, centered, slightly higher skybox if possible, de-phys the door, and put a wall behind the door in case it is deleted.
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Post by V.I.R.O.S. on Jun 29, 2010 14:10:17 GMT
And if you own Portal, the gigantic GLaDOS computer screen models that come with it would be excellent for VIROS. ;D
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Post by Qwerty on Jun 29, 2010 16:04:00 GMT
Nah, no need for that. Besides, he's making it in Ep2. And we want people without portal to be able to play it.
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