ns_lost

GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">6 new shots</div> Progress is good, and I'm rolling along quite rapidly. I expect to be done and ready for beta testing some time next week or the week after (though I'm not making any promises whatsoever). In the meantime, here's 6 new shots.

Generic Hallway #1:
<img src='http://www.bol.ucla.edu/~mrolek/lost24.jpg' border='0' alt='user posted image'>


Generic Hallway #2:
<img src='http://www.bol.ucla.edu/~mrolek/lost25.jpg' border='0' alt='user posted image'>
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Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I don't know what this is yet:
    <img src='http://www.bol.ucla.edu/~mrolek/lost26.jpg' border='0' alt='user posted image'>

    <img src='http://www.bol.ucla.edu/~mrolek/lost27.jpg' border='0' alt='user posted image'>
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    And finally, the new pipe room (like any of you remember the old one <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ):
    <img src='http://www.bol.ucla.edu/~mrolek/lost28.jpg' border='0' alt='user posted image'>

    <img src='http://www.bol.ucla.edu/~mrolek/lost29.jpg' border='0' alt='user posted image'>
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    I like it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Finally, a darkish map for NS!
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    Continuing to look good.. can't wait to try it out!
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Looking good, some of this reminds me a fair bit of Nothing (that's a good thing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ). It looks as if, from the other shots you will have a very good change in styles throughout the map.

    On the second shot it would beneat if the girders were higher so that skulks could hide on the sides of them, that's all I can suggest. Great work as usual.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    hmm Its not bad, but the lighitng seems well all pale without feeling, Might be what your going for though... (and I mean my map is OVERLY Colourful )
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    BigWig: oof. I wasn't trying for too dark. I was really hoping to nail the 'feels dark but isn't' deal.

    Tazol: soon enough. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    C-14: I won't hide the fact that Nothing was a major source of inspiration for a lot of my map. And yes, I definitely tried to make different areas of the map look different and feel different. Variation is a very important thing, in my opinion. As for the hallway, bringing those panels down far enough for skulks to be able to hide without being seen means I'd either have to make the hallway taller (not an easy task) or end up not leaving enough room for Onos' to be able to walk through without crouching. Since it is a hallway directly out of a hive room, I'm placing Onos maneuverability above skulk hiding.

    bmp: I'd be interested to know what you mean by 'all pale without feeling'. If you mean that the lighting is mostly white, well that's because with most of the textures in question, white light provides the best contrast and dramatic feel, and I did try hard to go more for dramatic lighting than colorful lighting. There's a small amount of orangish light in the last 4 shots, but not too much to overpower. Just enough to provide a contrasting feeling, and only in cases where I felt the textures would respond favorably to the color (and some certainly don't). It also just so happens that these areas here, and only one or two other rooms in my entire map so far don't feature a window with 'colorful' environment lighting (blues and oranges, both of which work surprisingly with the metal textures in ns.wad). So, I guess, if you really wanted to get down to it, these could be some contrasting areas, because a map that's the same everywhere, whether in architecture or lighting, just isn't fun at all.
  • PinkyPinky Join Date: 2002-11-07 Member: 7540Members
    edited December 2002
    I find the first two shots to have rather dull lighting.
    The first screen has good wall architecture, but the ceilings are boring.
    The second screen has boring ceiling and walls.
    Maybe make the ceiling like twice as high, and add some beams going across halfway or so for lerks to rest on. And maybe throw in some cool pipes with supports (Im thinking ns_nothing). Or maybe add some vents going across.
    The rest of the shots are great, I love the architecture and the lighting.
  • FooshieFooshie Join Date: 2002-11-01 Member: 2820Members
    man wall climbing as skulk will be a pain in the obscenity in this map, JP will suck too. but it still looks nice.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Pinky: Well, they are just generic hallways. The majority of the emphasis is on the rooms, which, in my opinion, more than make up for the 10 seconds or so of plain hallway travel.

    Fooshie: Quite the contrary, actually. I designed many areas with skulks in mind, and it is quite navigable, I think. As for the architecture in hallways, I don't really see skulks climbing the walls in hallways as it is. As for things like the pipes and stuff in the rooms, I've done my best to keep them easily navigable, and I've found that it's not easy to get stuck on them. And there's a bunch of little hiding holes all over the place, so skulks can ambush. Oh, and most of the rooms are pretty freakin tall.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    every pic seems to be a corner. I look forward to new pics. Looking good greedo
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    boring? bland? dull?? huh huh wtf?
    it looks terrific greeds, i really love the architecture design its a nice trick <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> i love all the lights, very sci fi, light_spots well placen and nicely configured =) a damn nice job overall...... i cant wait to play it ^^x
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i like it alot Greedo. Nice work. Maybe if it was me id add some whity light spots here and there to make it more dramatic, but....it looks nice the way it is. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Looking great, Greeds, as always. However, I think the corridor in that secon shot is a little bland. Otherwise, It's looking fantastic, nice work ^_^
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    It looks great, a definite creepy aura that I like a lot.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Sirus: Getting in the corner allows me to show off even more in one screenshot than otherwise. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Batt: Heh, thanks. Actually, except for some blue lights in the first pic, it's all texture lighting.

    Oueddy: Yah, I know the hallways don't have much happening in them, but then most of the action's going to be happening in the rooms anyways.

    Insane: Well, it seems to be a shared opinion among a lot of people (I knew I shouldn't have included those corridor shots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ), so I'm beginning to wonder if the last stretch of corridor I need to make should be a copy of that one (like I'd planned), or if I need another new style alltogether.

    Injury: Thanks! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I don't think you have to change the architecture for the last stretch of corridor, if anything I think you would have to vary the lighting. The thing with those first 2 corridor shots is that the lighting is very similar throughout the corridor. Notice how in the other shots you have bright areas right next to darker areas (for example the orange lights on the right of the third screenshot). But in the first 2 screenshots you have no such areas.

    One suggestion would be to angle that light in the first screenie down 45 degrees or, in the second screeine to put red spotlights in the gap above the wall textured in r25_pipewall3

    other than that it looks great
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    those are my favorite textures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    they look good on greedo's stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I saw the pics on NS_world and they were amazing. Im wondering though, will you be able to traverse between the 2 parts of the ship?.....

    <img src='http://nsworld.ns-central.co.uk/pictures/Uploaded//7b7401a3af2debac2d4a1b2dbaf22df37991b3f4ab7d/fullsize.jpg' border='0' alt='user posted image'>


    <img src='http://nsworld.ns-central.co.uk/pictures/Uploaded//7beb6d96572da5062d48342db1c12d71a7d2ee93db7d/fullsize.jpg' border='0' alt='user posted image'>


    I am VERY impressed if you make that possible, almost like 2 maps. That would create a completely different kind of gameplay from protect the chokepoint then rush the hive.

    I cant wait!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It's not exactly like what I think you're picturing. That little outside area is really only eye-candy (not that eye-candy is a bad thing). You can get to both sides, but it's not really a bottleneck, and if you're denied access one way, there is another way you can go.

    The styles are quite different on either side, I guess, so that's one thing.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i love lost, greedo. The only thing ill crit about it is that i find it a bit....small. lots of corridors are too tiny IMO, but thats not a bad thing, only an Op. hehehe. Lovely map.
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    looking great. cant wait to play it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    These screenshots hardly do the map justice.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    /me stuffs bozman into a shoebox and lobs him into a bath of warm hydrofluoric acid

    That'll learn you for gloating, you gloating bastage.

    --Scythe--

    P.S. Map's looking nice greedo, looks a tad dark from my perspective but there're a million different things that can change how it looks ingame for you and what it looks like on a forum to me.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--Sirus+Jan 1 2003, 01:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Jan 1 2003, 01:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I saw the pics on NS_world and they were amazing. Im wondering though, will you be able to traverse between the 2 parts of the ship?.....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    har har har funny story on that, actaully.

    I was an alien -- and was in a group of about 2 guys. We stoped at the glass and saw a marine on the other side. We looked at eachother for about 20 seconds and he typed out "hi" but little did he know we were getting a skulk to flank him. Just as he typed about "hi" a skulk jumped on his back and gave him a free spine surgery. Rather funny, actually, becuase we saw the whole thing ^_^
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I'd love to test this map. Will the map all be on different levels? Some floors be higher than others etc. Instead of small elevation variation in most other maps. It would be great if everyone could experience NS on multiple levels of a map.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    There are some rooms with multi-level aspects to them, yes, but I don't know if it's that much different from something like bast's Refinery or Hera's Holo Room. And, in general, the hives are at a lower elevation than the marine spawn.
  • Bounty_Hunter1Bounty_Hunter1 Join Date: 2002-12-31 Member: 11673Members
    Cool Map wouldnt mind trying it when ya done it

    Anyone know of any alrdy completed custom maps out there?
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Any Updates? This is my fav upcoming map right now.
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    uhm, wheres da map? That was posted on the 23rd and its like the 15th now? =) I'd like to test it out
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