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« Reply #45 on: July 10, 2007, 11:27:40 PM » |
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i really don't know. to be honest. because theres no models with the mdk. edit: just a quick update, just a quick texture change:  
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #46 on: July 11, 2007, 09:16:58 AM » |
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Coming along their Vault  Looking much better with the new textures. Nice work on the stained glass. As a guideline for tyranid sizes, the ex_dropzone entity was designed to be as large as as a carnifex with a brood of termagaunts. Most Tyranid players wont be quite that big, but they do need more room to move than the guardsmen of the MDK. If it's not too late the side windows might look more churchy of they were double height, rather than one window above the other. Using a different stone texture along the bottom of walls and pilers gives a more realistic effect as seen here. This Shot shows another trick, adding thicker brick columns built into the walls also adds to the realism, the walls of your church seems a little bit thin to be needing flying buttresses.
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« Reply #47 on: July 11, 2007, 12:04:51 PM » |
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Coming along their Vault  Looking much better with the new textures. Nice work on the stained glass. As a guideline for tyranid sizes, the ex_dropzone entity was designed to be as large as as a carnifex with a brood of termagaunts. Most Tyranid players wont be quite that big, but they do need more room to move than the guardsmen of the MDK. If it's not too late the side windows might look more churchy of they were double height, rather than one window above the other. Using a different stone texture along the bottom of walls and pilers gives a more realistic effect as seen here. This Shot shows another trick, adding thicker brick columns built into the walls also adds to the realism, the walls of your church seems a little bit thin to be needing flying buttresses. so do you think the door will be big enough for most nids to get into? also by the fly buttresses do you mean the bits on the side? edit: just a quick few sceenshots of a few changes i have made:   
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #48 on: July 11, 2007, 07:55:21 PM » |
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The freestanding pillers, connected by a horizontal bar as seen here are known as "flying buttresses". I now notice that you've removed them from more recent versions. Yes, I expect all the nids to be able to get though the big doors, just the isle down the middle and between the pews was looking too narrow. Regards your latest texturing I think I preferred the interior painted then metal, just my preference though. Dark lighting with dramatic spot lighting could do the job of that dark texture just as well.
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« Reply #49 on: July 11, 2007, 08:33:00 PM » |
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it shoudl be noted that flying butresses are used extensivly to keep arched roofs together in gothic architecture and generally anywhere you find arched or barrel vault roofs made of stone.
that degree came in handy.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #50 on: July 11, 2007, 08:55:55 PM » |
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it shoudl be noted that flying butresses are used extensivly to keep arched roofs together in gothic architecture and generally anywhere you find arched or barrel vault roofs made of stone. Well that was worth 3 years of tuition fees 
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« Reply #51 on: July 11, 2007, 09:05:08 PM » |
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The freestanding pillers, connected by a horizontal bar as seen here are known as "flying buttresses". I now notice that you've removed them from more recent versions. Yes, I expect all the nids to be able to get though the big doors, just the isle down the middle and between the pews was looking too narrow. Regards your latest texturing I think I preferred the interior painted then metal, just my preference though. Dark lighting with dramatic spot lighting could do the job of that dark texture just as well. the nids only have to get inside the church to win so getting down the isle is not needed for the nids.
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #52 on: July 11, 2007, 10:01:00 PM » |
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it shoudl be noted that flying butresses are used extensivly to keep arched roofs together in gothic architecture and generally anywhere you find arched or barrel vault roofs made of stone. Well that was worth 3 years of tuition fees  Try 8...
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #53 on: July 12, 2007, 03:56:28 PM » |
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The painted inside walls looked better than metal to me as well. Good job anyway.
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« Reply #54 on: July 14, 2007, 12:16:13 AM » |
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I have decided not to continue making this map for the ex mod, there are too many limitations on the mapping for a novice like myself. i would like to consecrate on making a good map for my first map, but i will conceder making another map for this mod in the future. if you would to to keep track of this map you can check it out over here: http://www.interlopers.net/forum/viewtopic.php?t=18471
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img]http://img411.imageshack.us/img411/8822/sigfz6.jpg[/img]
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« Reply #55 on: July 14, 2007, 09:34:41 AM » |
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Awee nuts :cry:
I can see your point though :oops:
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« Reply #56 on: July 16, 2007, 07:41:32 PM » |
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Agreed, there are many restrictions and it does make it difficult to create balanced maps. What works for one team doesn't necessarily work for others. I believe there are ways both parties can work around this though (mappers and coders).
For ex_mire, the map I'm working on, the team differences are emphasized. Tyranids are forced down one path while SM are forced down another, though both are interwoven with one another and there's no way you'll miss your enemy being right in front of you. Create ways around the problem. If the church entrance is too small, smash a hole in the wall. Just an example of course. Maybe the players themselves can even destroy parts of the scenery to allow larger Tyranids through.
As for coders, will the larger Tyranids be able to crouch? I'm finding that wide entrances is fine but low ceilings is more of a problem. I can't begin to describe how scary it would be to see a Carnifex at your door, thinking you're safe because it can't fit in, only to see it drop to all fours and crawl through to get at you. A similar effect to Striders from HL2 crouching?
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« Reply #57 on: July 16, 2007, 07:55:25 PM » |
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all nids can duck and move along, so not a issue.
Al;so there nids, just have them break the roof
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #58 on: July 16, 2007, 08:29:47 PM » |
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Approximately how tall is the tallest unit when stood/crouched?
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« Reply #59 on: July 16, 2007, 08:32:08 PM » |
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about the height of a space marine, although it varies as some are bigger than others
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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