Map in the works

techtech Join Date: 2002-04-08 Member: 391Members
<div class="IPBDescription">Map pics</div><img src="http://www.basicbee.com/tech/ns20007.jpg" border="0">

<img src="http://www.basicbee.com/tech/ns20008.jpg" border="0">

<img src="http://www.basicbee.com/tech/ns20009.jpg" border="0">

<img src="http://www.basicbee.com/tech/ns20012.jpg" border="0">

I've spent about 10 hours on this map so I just though I's sow u what I've done so far

"update"
Thanks for all the feed back, I will take it all into consideration while I am making this map, I lowered the game to .75 and compiled it now it's your turn to tell me what u think, below is a link to my map, so go play it!

<a href="http://www.basicbee.com/tech/ns2.zip" target="_blank">ns2.zip</a>

Comments

  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Looks nice, but it seems a bit open for the aliens ...

    least Mr lvl 5 wont have any problems ...

    <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks like a great start, especially the hallway in that last shot.

    The one thing that bugs me the most here is the lighting. Everything is the same tone and shade all around. There is no sign of any significant shadows or contrast. Contrast is a biggy with NS. Even if you don't want to make this particular part of the map "scary" or anything, dimming down the intensity a bit (a lot, actually) and letting light focus on smaller areas will have a positive effect. Doing this always makes areas come out looking a lot more detailed as well.

    An example I use a lot here is running some texture lights down a dark wall. Right up against it and pointing up or down... not out into the room. Thus you get a shadowy wall with bright pools of light here and there. Nothing new/exciting/revolutionary, but it works. Keep in mind "Contrast" does not mean "Darkness". There should still be brighter spots in an area. Darkness is a side effect of lighting contrast. A really great one too. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    Spot lights are great for doing freaky stuff with your lighting as well.

    Anyway, you seem to have some great architecture going on here.. I'm really liking what you've done in that last shot... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|ken20banks|April 09 2002,00:19-->
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    if its a space station, i could see that the windows and the bars around it would be too weak to withstand the presure ... ok i think too much <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    the first screenie is a little empty and lightning is well... dim. Put in some more diversive lights, maybe some small red ones on the floor at the wall

    the last shot is the one i like best, sad that the texture seem a little offscaled... try scaling it smaller

    the architecture in the last shot is perfect IMO, maybe a little too hard for aliens to get through if its covered with turrets/siegeturrets so make sure u have maybe a longer, but safer way around

    u also seem to use that trim texture a little more that its really needed, maybe to reduce amount of memory used in that
    corridor, only u know

    the other 2 shots doesnt show me enough so that i can comment on them, sorry
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Nice start.  I like the architecture but like others have said the lighting is bland, heres a few ideas:

    <b>1)</b> I like the very open feeling of the first pic created by the gratuitous amounts of sky.  Try replacing the upper greenlight on each support beam with a spotlight and the lower one with a dimmer, different coloured light.

    <b>2)</b> That final corridor does looks good but will look great with some better lighting.  Perhaps try dimming the lights you have at the moment, running some spot lights down the central roof support and/or using the technique Ken described on the sections of wall between each.

    Just experiment with lighting and the gamma level and you’ll come up with excellent effects/lighting/stuff <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    the corridor looks fine.. but as said... dim the lights a lot...
    and maybe its not this way ingame, but in the first pic it just looks like you didnt made the glass transparent. I do not see a sky in it. at least in my opinion.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    it all looks a bit empty, but I guess it's just a start and you'll be adding detail later, 'bout the lighting, Ken had this nicely covered, i think the hallway in the first pic would look great if you make it a lot darker, add some red  lights and change that glasstexture  so we can look outside.
    in the second pic, dunno are those 4 litghs just sitting there, or is there a reason for them being there, also it seems too open, last pic is nice, maybe work a bit on the textures, especially the walltextures.Lighting is the main problem here, it looks like a good start tho <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--Infinity+April 09 2002,02:39--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Infinity @ April 09 2002,02:39)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->if its a space station, i could see that the windows and the bars around it would be too weak to withstand the presure<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Okay, so I'm being overly bookish here, but this seems to be something way too many people have misconceptions about.  The difference in pressure from sea-level on earth (probably what a space station or craft would be pressurized to) and the vaccuum of space is ONLY 14.7 pounds per square inch.  Quarter inch thick glass is enough to withstand this much pressure.  Movies that show people/critters exploding in space, bleeding out of their eyesockets, or things getting sucked out of tiny holes (see the finale of Alien: Resurrection) have opted to throw reality out of the window.  Experiencing a sudden drop in pressure of 1 atmosphere would only, at worst, give you the bends.  A human exposed to the vaccuum of space would die much faster from lack of oxygen or freezing.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    but nowadays many people have the tv as major information source, and accept anything it sais. Cars cannot explode (only if the gas tanks are on fire) when you shoot at it, and the chance you hit that tank is VERY small... but people believe cars can explode.
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    well, some kind of little meteor or rock would be able to brake the glass <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    Sure, a rock could break quarter-inch thick glass... but so could a piece of gum at the right velocity. Furthermore, if a meteor hits your ship, you've got bigger problems to worry about than that cracked window in the cargo hold. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    So the lack of pressure on the outside of the window, and the air pressure on the inside of the window wouldn't cause it to break? And the perception people exploding from the vacuum of space is cool. Don't ruin it.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    one thing at least that i would do is to change some of the textures in the last shot, too many brushes textured with the same trim texture (in my opinion)
  • JacqJacq Join Date: 2002-04-04 Member: 378Members
    Its needs more detail and some smaller areas, and some small details to break that perfect rooms.
    Off topic: if someone likes to build a NS map we can work togetherrr (e-mail: <a href="mailto:jacq1212@hotmail.com">jacq1212@hotmail.com</a>), one plus one is more than two.
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