Ns_nonameyet 0.5 build
Unknown
Join Date: 1970-01-01 Member:
<div class="IPBDescription">Test it out and feel free to critisize..</div>Well, I've been a bit busy but I have managed to add some new areas and spiff everything up. You can now download the latest build here:
<a href="http://xenocracy.unitedgaming.net/ns_ship.bsp" target="_blank">http://xenocracy.unitedgaming.net/ns_ship.bsp</a>
I've temporarally called it ns_ship, but that's bound to change. Now on to some things that I have to mention:
1.I know the big transporter/walkway area has high r_speeds. I have left this area be mainly because I have not decided what to do with it as of yet. If I do decide to keep it, then I can easily bring down the polys under 800. The main reason it is so high is that some of the custom texures are huge and I have yet to scale them down - once that's done you will notice a huge improvement.
2. No custom particle effects have been done yet - I tend to leave these till the end
3. Most of the ambient sound has not been added - I also tend to leave this for the final builds.
4. IMPORTANT : The big locked door in the infested area does not open for some strange reason - you will have to noclip through to get to the new area on the other side. Here's a pic to show you the area beyond:
<img src="http://xenocracy.unitedgaming.net/ns_ship0003_5_small.jpg" border="0">
Please feel free to tell me it sucks and why so I can fix it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<a href="http://xenocracy.unitedgaming.net/ns_ship.bsp" target="_blank">http://xenocracy.unitedgaming.net/ns_ship.bsp</a>
I've temporarally called it ns_ship, but that's bound to change. Now on to some things that I have to mention:
1.I know the big transporter/walkway area has high r_speeds. I have left this area be mainly because I have not decided what to do with it as of yet. If I do decide to keep it, then I can easily bring down the polys under 800. The main reason it is so high is that some of the custom texures are huge and I have yet to scale them down - once that's done you will notice a huge improvement.
2. No custom particle effects have been done yet - I tend to leave these till the end
3. Most of the ambient sound has not been added - I also tend to leave this for the final builds.
4. IMPORTANT : The big locked door in the infested area does not open for some strange reason - you will have to noclip through to get to the new area on the other side. Here's a pic to show you the area beyond:
<img src="http://xenocracy.unitedgaming.net/ns_ship0003_5_small.jpg" border="0">
Please feel free to tell me it sucks and why so I can fix it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
8.5 Meg! That's more than Bast and Hera put together!
/me changes shorts
/me wets shorts again
damn.... Nice friggin work....
***
8.5 megs too big? Yipe! So that means that its too big in size or too architecuraly detailed - I know I'm a sucker when it comes to details... I'll probably have to reduce the plane count in lots of areas - unfortunately this would mean taking out much of the curves. Oh well <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
1) Either you've not got a readyroom or I never left it. Either way this needs to be clarified.
2) Intensely coloured point lights look REALLY UGLY, tone down the intensity or replace them with subtle texture lights. Prehaps they wouldn't looks so AWFULL if they were all the same colour.
3) Dead ends. I don't like being trapped, every area should have at least 2 exits.
4) You need another 2 hive areas.
5) you need resource nodes.
6) Sprites look too solid, try reducing the renderamount.
I hope this isn't too harsh for you.
I'm downloading your map now...oh wait...it's finished...I'll come back and tell you what I think
btw...my only criticism at this point is your spelling of the word criticise <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
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<u><b>NS_Ship Critique</b></u>
<b>-----------------------------------------------</b>
<i>There are three accompanying screenshot combos which will follow this reply and the next two replies.</i>
<b>Fig A</b> -
This is more a point of style and playability... the gap in between the stairs and the grate is such that, as trivial as it sounds, you quickly bob up and down quite noticebly. So what? It becomes really really annoying. I noticed that you haven't used clip brushes (not that you have to but) with all the detail in your level it is very easy to become snagged on things - which I was doing ocasionally.
The other thing that I can bring up from this picture is that I was trying to find some definate design or structure to your level. It doesn't seem to have any real consistant form or logical nature to it. I'd have to see the layout to be certain, but it feels like a whole heap of rooms connected together without any real reason. Using a more modest "texture wardrobe" might help this a bit more.
Another point in relation to this is the whole NS concept of the transition between the marine spawn and a hive. In general, you should aim to make the marines aware of the fact they are getting closer and closer to the alien hive - so, in other words, your choice of textures and overall architecture should reflect this. For example, make the marine spawn area more ordered and as you progress to the hive have the broken panels, steam, flashing lights etc.. A good description of what I mean would be to say that the marine spawn should almost have the smell of hospital antiseptic - whilst it's not perfect, there is a general order to things.. and the hive area should look like a house over-run with weeds - living, pulsing, changing..
<b>Fig B, Ba through to Be </b> -
I know you mentioned the r_speeds of the main reactor room thingy but I just wanted to bring to your attention that the mapping guidelines specify UNDER 700, not 800. 800 wpolys with 32 players generates massive lag and makes lower end systems scream for mercy.
To illustrate the point: I was looking at the map with no other players (and without a gun) and many parts in the map which had r_speeds ranging from 720 to 1300 (excluding the main reactor room thingy) brought my fps from 100 down to 49 - that is on a geforce3 in a system with 512mb of ddr ram and a athlonxp 1700+ cpu... My point? not everyone has fast computers.. that's why the guideline is there.. As a general rule of thumb, I try to aim for no higher than 500 wpolys in any given location - that way, if I go over 500 to, say, 650 - it's not a problem.
<b>Fig C</b> -
Again, another stylistic point which also applies to the map on a general level.. I'm guessing the blue light is intended to be from the monitor? Rather than using a light_spot entity, it is more logical (and entity economical) to edit the .rad file and make it a texture light. I noticed in other sections of your map you had what appeared to be intended texture lights but they weren't illuminated themselves.
<b>Fig D</b> -
Another "attention to detail" point.. I liked your use of computer-ish looking stuff all around the ship but little things like in this picture are noticed.. Nice holographic screen but wouldn't it be logical for the opposite-side's texture to be reversed? Also, the edge texture should really be the "black" texture to avoid blotches of glowing green...
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<b>Overall</b> -
I like where your map is heading and I only brought up these problems like I have because I know how much of a pain in the rear-end it is to fix a problematic map once you finish it. Keep clicking away, you've got some really awesome design concepts in your head - it's just a matter of wielding worldcraft/hammer to do the job properly..
Please don't hate me for this post..
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<b> HanzGruber's Freelance Criticism Wagon</b>
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Th reason I used spotlights for the illumination of computers is because I didnt want to have to use a lot of textured lights - I have already reached the limit of max patches and I know that spot lights dont affect this value as much.
I will add clip brushes.
I will add more corners in the corridors to prevent the player from seeing two highly detailed areas at once.
I will make small texture alignments.
I will make the sprites with a rendermode of 'glow'.
Any other suggestions or things I've forgotten?
Also, smaller textures that are enlarged = good thing
smaller textures that are 1:1 = bad thing
This is a very bad thing...
<img src="http://pants.netfirms.com/ns_ship01.jpg" border="0">
1) *Bonk* What the hell is <i>that</i> doing there?!
<img src="http://pants.netfirms.com/ns_ship02.jpg" border="0">
2) These two brushes are intersecting.
<img src="http://pants.netfirms.com/ns_ship03.jpg" border="0">
3) This monitor is way too static, flat, or something.
<img src="http://pants.netfirms.com/ns_ship04.jpg" border="0">
4) I, just... love that tree <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<img src="http://pants.netfirms.com/ns_ship05.jpg" border="0">
5) These rails don't line up right. Try making the rails out of multiple brushes, for the sides, middle, and top. I noticed this in multiple areas.
Also, in the area just beyond pic #1, there are two flashing "Internal System Error" signs. a) If one of these was functioning correctly, it could create a nice effect. (ie: only one of them is flashing like mad) b) The sides of these brushes should be covered in black.
Not sure what the purpose of those giant orange floating orbs are, but they look cool <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Keep up the good work.
I didn't want to make the railings in actual 3d (They're just transparent textures now) because that would bring my r_speeds and polycount even higher. But the railing problem can be fixed by precise texture alignment, which I am doing right now... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->