Combinding Effort?

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Comments

  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    <!--QuoteBegin---Driftwood-+Jan 24 2003, 08:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Driftwood- @ Jan 24 2003, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I understand if no one wants to touch it, it's all fine by me. The layout has done its purpose for me by giving me the joy of creating something. Everything that follows, is just a bonus. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Man we need more people like you. I am a visual person and although I love to map I have never finished anything because of lay out issues.

    If more people like you would offer their designs the community would grow much larger than it is.

    If I use your lay out I will ABSOLUTELY give you credit for it. Thank you for sharing your ideas man.
  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    <!--QuoteBegin--Faded Tiger+Jan 26 2003, 12:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Faded Tiger @ Jan 26 2003, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Okay call me crazy but why not have rooms, hives etc made as prefabs, very basic textures, very basic exits i.e. no corridors or linkways. Get as many prefabs made by as many people as you can and then have one or two people texture them, add the corridors (possibly also premade prefabs) and have a truely universal map. Okay it may be too much to get everything you need prefabed but at least it would allow more people to have a smaller part in a grand design. e.g. "I built this corridor" or "Wow my spawn turned out good." Just an idea.. Maybe have a prefab download page of rooms etc so people with little mapping experience could make their own maps easier. How many time have you heard "I've got a great idea for a map but can't use hammer very well." How about that for an idea, low poly rooms (I always bust out on polys) available to download? I know it may mean loads of maps all looking similar but it would mean the layout of the map made the gameplay.

    I know there is a lot of things wrong with this idea and I am sure many will post and list them but it may be worth thinking about and shaping to a workable solution.

    Faded Tiger
    (persistant but poor mapper) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So many people here are reading my freakin mind <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I've tried to decompile maps in order to make prefabs for everyone to download here but the NS maps DO NOT want to decompile. Very very odd actually.

    The prefab idea is a must. I would love to see it done.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    If you want them I have AtomicMass prefabs i'm prepared to share.
  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    I'd love them man. Mainly interested in doors and hall ways.

    Not to copy of course - but I learn by example.

    Have some place to download them? If not you can email them to me and I can put them up for people to download.

    dhighlander@houston.rr.com
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    hey brandy! thats a good idea, i mean cuz i could map a few things, at detail, and brushwork here and there, but there's no way i could commit myself to an entire map..
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'd prefer to e-mail them direct, so I know who has them.

    Probably not brilliant examples. Inefficient use of planes, ugly texture seams and they don't fit togther without some fiddling around. it's on it's way for whatever it's worth.
  • DeathToll_DavidDeathToll_David Join Date: 2002-11-09 Member: 7902Members
    I'm sure they will be a tremendous help. Thanks :-)
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    edited January 2003
    With thanks to Driftwood, I hope he doesn't kill me:

    <img src='http://members.verizon.net/~vze3nyjg/my_ns_thales.gif' border='0' alt='user posted image'>

    Sorry I don't know how to add images. [edit: Sweet! I Win!]

    Anyway, I abused the heck out of Driftwood's excellence and added some dark blue rooms which are sealed off and exist only as signs on closed doors. Renamed a bunch of stuff. I moved Nano-pumps out of the path from receiving to storage. Also moved that nozzle. Thought that it didn't belong in the bottle neck of the room. Added bathrooms, though I'm not at all interested in having them be part of play. (It was funny in Duke Nukem, once.)

    I imagine that this is an isolated facility, probably on an asteroid or moon.

    As Driftwood gave his baby for our abuse, I give this for whoever wants to use it.
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    Um, in other news:
    I thought the general work flow for mapping was something like this:
    1. layout
    2. roughout in editor
    3. go back and add details are engine limits allow

    If that's the case, I'd recommend that folks not put too much effort into their first draft of their piece. It could be a real pain if one person used up all the planes/entities/wpolys in one uber cool room and everyone else had to trim back.
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Thought i'd better update this thread. Five collaborators held a meeting on Saturday in the IRC chatrrom BrandyFire setup (see his earler post for details). We agreed on a floorplan, custom WAD, lighting scheme and the distribution of work. We will be meeting again next Saturday (8th Febuary) at 9AM EST to assemble and try out the rough layouts that we are working on this week.

    <a href='http://www.btinternet.com/~chromea999/NS/CA_LAYOUT3.jpg' target='_blank'>http://www.btinternet.com/~chromea999/NS/C.../CA_LAYOUT3.jpg</a>
    This picture shows the chosen layout and the distribution of work. Standard doorways were made where the sections join and placed appropriately in Worldcraft so we all know what we have to work to.
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    I really like what you guys made out of the layout. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Good luck on the project.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited February 2003
    For anyone who's interested were holding a meeting in #nsmapproject, it officily starts in half an hour, but most of the team is there now.

    The more the merrier.
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    edited February 2003
    I think 10 guys on a team is excessive. Generally, unless you have like 2 guys sitting next to each other, on separate pcs its hard to work on the actual geometry - and texturing is often directly linked to the geometry so that rules out having separate people working on the map itself. It is possible however to have people working on teh following aspects:

    -geometry and texturing
    -lighting
    -custom sounds
    -map debuging/ compiling

    on my team i have a sounds guy (hes using base guitars and distortion pedals + computer mixing progs to give my map a unique metalicly/organic feel - scares the living **** out of me but hey), someone who sorts out errors for me, and a few others who help with distribution etc.

    I've tried working on a team on actual levels and believe me its a nightmare - everyone is at a different standard and everyone has vry different styles so the map ends up looking pretty confusing and lacks the cohesion seen in preffesional maps

    Just my opinion mind you might have experienced differently
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    We have 5 people mapping on the team altogether!
    So far things are going nicely no major problems encountered.
    Meeting is still in progress if any of you wish to join us on mirc!!
    channel = nsmapproject
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    If I remeber right, there was another project that had been done in the same way over at <a href='http://www.snarkpit.com/viewforum.php?forum=2&6987' target='_blank'>The Snark Pit</a>. You might wanna ask on thier forums about it. I'm sure they could get you pointed in the right direction and warn you of any problems you might encounter. Sorry, I can't give you the specifics, I get hit in the head alot.

    GSH
  • tweakedtweaked Join Date: 2003-02-07 Member: 13236Members
    OR you could make a ns mapping team dedicated to making quality ns maps for the community.. Hmm

    /me starts making a site
  • Brandyfire_comBrandyfire_com Join Date: 2002-12-15 Member: 10886Members
    Hiya peeps, just thought I would let you guys know how things are going. So far things are going good, there were 5 of us, but now there are only 4, but that is no big problem. The map is coming along fine, there is one of us in the group that is going slower than the rest (cough cough <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> cough cough), haha, yea it's me, I am the slow poke of the group. The best thing I seen with this map so far is the different mapping styles of everyone, not like in alot of maps where things start to look the same over and over, this is like each area is a different map all together, I really can't wait to see the final product.

    Anyway, maybee in a week or two, we may release a few screenshots so you can see how it's coming along, until then, you peeps have a great day. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
  • chaosripperchaosripper Join Date: 2003-01-19 Member: 12487Members
    I'll also join in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> but what's the plan then, so we ACTUALLY get a playable map? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    i'm no n00b at mapping, so i won't screw up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    Just out of curiosity, is the project still alive?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Yes this project is still ongoing. Most of the map is done. We're waitng for the least experienced mapper to finish his section, whilst we fine-tune the rest. There's still an opening for someone to create a readyroom too (contact me for details).
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    How are we doing? Still breathing? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The last gasp of life from the group resulted in <a href='http://www.brandyfire.com/Nsmapproject/ns_leigonxiii.zip' target='_blank'>this map</a>. It looks like that's as far as it's going to go. If this topic gets enough interest it might just be enough to get us back togeher for another map.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    lets take a look on this map.
    the idea within is not bad but it cant imagine that the final map will look good.
    for one cause: NOT EVEN ME is as good that all parts of the map look "fitting" for the style if you have one, not like me XD

    ok lets take a look...
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    Looks good in my opinion, a little disorienting but what NS map isn't? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Some parts give me deja vu about the original layout I made, but I'd say the final layout is 95% by the team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Good job, the "four parts" are not apparent at all, it feels like a solid, single map.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    It does look verry good. It is a whole lot better that allot of custom maps out there. I really do like that map.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    ns_leigonxiii is now up and in our server rotation. If your one of the mappers tell an admin and he will change the map for you after whatever map is running at the time. It will be in the rotation for at least 24 hours.
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