Ns_decadent

TabrisTabris Join Date: 2002-11-02 Member: 4273Members
<div class="IPBDescription">TSA experimentation with Terraforming</div> Hey all... just like to 1. Set out some press on my NS map under the working name ns_decadent. 2. Get some of the Ns mappers opinions about building in relation to commander mode and outside.

Goals
- Design a level based on the idea that the TSA was conducting terraforming experaments.
- Rocky and lushous green areas within "Biodomes"... Which by nature of having natural resources and life made it a perfect place for alien infestation.
-Perhaps with imput from the team shed more light on where the Kharaa originated. (Perhaps a hive lain dormant was awoken by the presence of the TSA)
- Level design which in conjunction with the welding skill.... allows complete restructuring of the flow of the level..(cutting off acess and granting new access).. . for increased playablity and making players think on their feet.

Requests: Input/Ideas from existing NS team mappers. Perhaps a few unique textures exclusive to outdoor areas. More coming.
Any and all ideas, comments, or critizisms are welcome.

Comments

  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    sounds like an exciting map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> cannot wait to see how it looks and plays <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    See, now that's innovation. Outdoor stuff... indoors! Biodomes! Like, woo!

    This map had better rock. Oh, it had better rock, all right.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    New screenshot for you guys.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I know that shot may be much darker than it is in game, so take a look at the PS brightening factor <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=100' target='_blank'>here</a> (near the bottom) and you can make your shots look like they do in game if you have photoshop. It looks good, but damned if I can see anything <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    i see it fine

    very nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    IT looks nice, but you aren't going to use the same textures most the way through are you ? I mean I got some mapping shots coming out on the 19th, these will feature Sector A Lab 1a + b areas. These will be based with obviously the ns lab textures. This will be the only area with those lab textures. but still, thats nice very nice, i love the ready room lighting.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Alright... progress report... Basic arcitectural style has been established... floor plan is being well.. planned... and i have 1 old screenshot.. a bit brighter this time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->... and a (sorry) darker screenshot looking inside from .. well outside...

    As most mappers know .. hl is a pain outside <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    not bad <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> (I actualy said that too! ) it looks snaptasticle <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->... I love your skylight.
  • StaiNStaiN Join Date: 2002-11-20 Member: 9405Members
    oh oh oh oh

    /me splurts


    Maaaaaaddd......
  • RickRick Join Date: 2002-11-01 Member: 3163Members
    edited November 2002
    .. it looks great!
  • sF-Alpha_OmegasF-Alpha_Omega Join Date: 2002-11-05 Member: 7171Members
    I like it, but I am a little confused as to why those control panels are so high up off the ground <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    Other then that, its really sharpe man <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • sF-Alpha_OmegasF-Alpha_Omega Join Date: 2002-11-05 Member: 7171Members
    Oops, nvm... upon closer inspection, I see that they are video screens, not control panels. My bad <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I have an infested version of that striplight if you're interested Tabris. And some transparrent infestation 'nodes' for when you don't have a full set of infested textures.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    <!--QuoteBegin--Angel+Nov 13 2002, 01:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Angel @ Nov 13 2002, 01:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but you aren't going to use the same textures most the way through are you ?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think that keeping a similar theme to a map lends to a more realistic evironment. When does an archietext just decide to change the design of his space station from this metal, and this panneling, to a totally different one? So I think a set of similar textures will work better than changing every room.




    I agree with comprox too.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i do think the same chubby, but using the lab textures again will look alot like Eclipse, so i think that new maps can include that set of textures in only some portions of the maps, not using it entirely. The best thing i would reccomend is to use the "blue" or "green" set to build the entire level, but that will make pple to create new "blue" and "green" textures, as these sets have little to choose from.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    On that note... I am looking for unique textures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> if a 2d artist would like to help me out
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Another day another screenshot.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    Very nice Tabris, I like, I like =)

    ---------

    UGL|Andrew-NS
    <a href='http://Http://www.UGLeague.net' target='_blank'>Http://www.UGLeague.net</a>
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Pipes ahoy! Maybe you could fill the rooms with something other than pipes, although you have used pipes to a neat effect, there are quite a few of them. Just a thought. It's a pretty cool room.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--chubbysteve+Nov 22 2002, 04:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chubbysteve @ Nov 22 2002, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Pipes ahoy! Maybe you could fill the rooms with something other than pipes<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yes, i agree. use some ducts for example, i'd like to see also some broken ceilings with wires down the holes... the name suggest an abandonated base.
    i would like to see also some light spots to enfatize details like pipes or grates. cotinue working this way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    thanks also cos the 2nd shot inspired me a bit(not for a NS map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    I really like all those steps in the last shot for some reason....! I like that open space.
  • ajmasajmas Join Date: 2002-11-22 Member: 9632Members, Constellation
    For the biodome, I was wondering how easy it would be to add things like trees? Are there any models that could be used for this?
  • FireWire280FireWire280 Join Date: 2002-11-07 Member: 7561Members
    It looks very good.

    Lets just hope he doesn't hit the max texture limit.
    What ticks me off though when I TRY to map for NS I reach the max texture limit with only 56 unique textures. *Humph*
  • ajmasajmas Join Date: 2002-11-22 Member: 9632Members, Constellation
    Just saw that <a href='http://www.snarkpit.com/files.php?filetype=all' target='_blank'>http://www.snarkpit.com/files.php?filetype=all</a> has a palm tree. Now if there were some other tree models, then it would be cool.
  • TyralionTyralion Join Date: 2002-11-21 Member: 9522Members, Reinforced - Shadow
    Looks awesome. Can't wait to try this out!
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    Looks great Tabris, I love it so far. Keep up that great work!
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    very very nice, can't wait! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
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