The latest mapping-fashion from the docto of luv!

doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
<div class="IPBDescription">/ 4  screens from my new map project.</div>I've been making horribly UGLY beginnings of maps and removing them for the past months so that's why i named this new one ns_beauty. Cause it's not ugly <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Ok, first pic is, as you can see, splitted in 4 parts:

1. Michael Jackson would love the small stairs there. Those are custom textures btw.

2. I'll be putting a door to somewhere on the big wall to the left and a door to an elevator (down) on the small wall in the back. That light needs work too...

3. Scary vents. A particle system would be nice. To bad i can't edit them in-game for some reason...

4. Smooth and sexy walkway in the colours of spring. I like the plane greyish sides from the NS_Wad.wad.
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Comments

  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    The room seems to be missing some walls *cough* but that's ok. i just, uuhh, moved them! Yeah, that's it! So it would be easier to see the brushwork! <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    This is what the room looks like:
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    That's pretty cool. I like your coloring.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    And the last one. Real Hitchcock feel to it...
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Wow, that looks really good.  Your architecture is simple but nice to look at, and the texturing is very well done.  A few things though, I realize you're gonna add a door to the wall in picture 2 but I think that bare wall needs a bit more detail than it has right now.  Also, although I definitely like the different colors of lighting that you have, I have to wonder if the green is a bit <i>too</i> green.  It just seems weird to have this space-age, Star Wars style brushwork and texturing coupled with freaky green lighting.  I'd think the intensity of green that you're using there would look more in place nearer to the hives, and maybe tone it down a little in this region.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Looks great, keep it up!
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    I agree with Rhoads here, the architecture is simple but works well. Your texturing is good too … I don't like the green lighting at all though, the intensity and how it illuminates the area is fine but its just <i><b>too</b></i> green for my liking.

    My only real suggestion is too break up the flat area of the ceiling, perhaps by adding piping, vents, a sloped section … whatever. You could also try turning off, removing or obscuring the top few white lights on those vertical supports/columns to allow areas of shadow to creep in around the ceiling.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    looks great! very star wars <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Remeber to break up the green a little in some places, just to diffuse the monotony
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    thanx 4 the support. i'm adding detail in the roof and doorways and glowing red buttons to break the green light right now... more screens coming tonight or tomorrow.

    EDIT: remember to say what pic (and if the first, what #) you are talking about. (i know i should have had a,b,c and d instead)
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Or right now:

    Added a border on the small door:
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    I added the elevator doorway. for some reason it looks like ####. i hope you can tell me why.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    A little bit more detailed brushwork in gl mode and not gl mode. The button looks horrible here too. It's gotta be the button...
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    Your map has a very "clean" look to it, unlike most NS maps Ive seen that look "dirty". That is not a bad thing. The button does look bad, too big and plain. USe a button out of the NS wad. Also make it a bit smaller. Anywho... good job, I dont like the cieling, but hey, your map, not mine.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Pretty!!!!!!!!!!!!  The green is a bit much.

    [edit] Oh, there are two pages.  Yeah, it's definitely the button... your architecture is so clean and smooth, having a huge glaring button like that really throws it off.  Try for something a little more civilian or possibly futuristic-looking (like a hand-scanner?)... or, if you're worried about the button being too small, you could have a "hacked" panel - have the button panel open and hanging loose, exposing the wires so the marines can operate it by patching in.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Mmmm green and white, ChromeAngel likes green and white.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Yes, Indeed... <i>very</i> nice! I actually kind of like the deepness of the green... but if you decide to keep it, you're going to want to make sure you've got some more atmospheric and... intimidating... lighting somewhere else in your level.

    Awesome architecture!



    <!--EDIT|ken20banks|May 14 2002,15:37-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Yay! Someone is pimping my textures <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    by the way...love your texture work... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I totally agree with ken, it looks very good but be sure to add some dramatic stuff, I really like green lighting and  Ithink it's a shame people tend to go for red, when there's so much you can do with green
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    oh, thank you! *tear*

    what's next:

    * The ceiling is far from final. New and improved ceiling coming UP <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    * New buttons, and some kind of use for them. (Thanx for the advice coil)

    * Possible change in architecture. to make it look more spaced out.

    * A point with the room. A café or some thing maybe...

    * DESTRUCTION! muAH HAH HAAw!
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    OMG. i really love that, your green bright clean look is stunningly awe-inspiring.  Seroisly, those screenshots are great and please, upload more as quick as possible!

    The only criticism i can give is the buttons, and the size of them, otherwise, GREAT!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Just a word of warning concerning all of the green lighting:  it looks really good, and I like it a lot, but one of the reasons green generally isn't used is because it tends to blend poorly with certain other colors (or at least this is what I've found).  Small amounts may work, but I think it would be best to experiment and determine a reasonable threshold.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--yesukai+May 14 2002,11:05--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (yesukai @ May 14 2002,11:05)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Your map has a very "clean" look to it, unlike most NS maps Ive seen that look "dirty". That is not a bad thing.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Actually... only if done lightly is it not a bad thing. Whether people like it or not, NS is not really about clean environments. It just isn't. I think that the ocassional clean area would be nice, but the (entire) map really shouldn't look like something out of star-trek. NS is (for the most part) beat up and worn. That's the style, according to the textures, and it should be kept consistent.

    Anyways, I'm not saying you should make this area dirtier... Just don't do the whole map like this, or it's not going to "fit in" with the rest. There's nothing wrong with variation... but keeping a sense of consistency is essential. (More on that later... <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Some very useful feedback there.

    Ok here's some more poppin #### for ya'll. There are some texture and light errors that i noticed first when i had compiled, so i let them stick on to annoy you <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    There's a new wall and some ceiling detail like i said:
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    And an elevator. Texture errors on the stairs and light errors with the button there. It's supposed to glow red when it's ready and blue when it's pushed, or the other way around. Just to see what i could do with lightspots...
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    ...And from above. i used glass instead of a catwalk. comments on that please.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    The map is looking very good! I like the glass flooring! Original, and good looking too!

    Nice work!
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Looks great, like Killtoy said I definitely like the glass floor, although I think it might look a little better if the border texture was a little more metallic.  It looks too much like concrete right now.  If you can pull off the lighting trick with the button it'd look really cool, you may want to make the light a bit less intense though.  Great job.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    No need to use a light_spot. Just use two env_sprites with their scale set to 0.5, give them the same name, set one to start on, and toggle them.

    I must say this is a very nice looking map. My only concern is that it might be too clean. I love clean, but the recent concerns mentioned by Flayra suggest that a map like this might not be official. Instead of scrapping what you have, throw in some damage equipment to offset the sterile look, and maybe some burn and scratch decals.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    i love the green-white contrast,cos like this it hasn't been seen in NS. i would tone down the green just a little, but you must "turn off" some white lights, especially near the ceiling. i also would do a different ceil,not so plain but with deeper&dramatic holes/inclination...stuff like this.
    Good textures but...it's just a room!(phrase stolen from the Uncrossable Parallel forums where i received the same comment) <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Heyyyy... are those buttons from Jedi Outcast?  They look REALLY familiar.

    It looks like the green may be staying, but I still want to offer this... a blue-white light could offer a similar style and more of a cooler, streamlined look (which I think fits this area really well) rather than the mildly alien (meaning foreign, in this case) green.  So much green lighting reminds me of Alien:Resurrection.

    It's not bad... I just personally think blue might look better.  I'd just try it on a whim, if it was me.  Your call.  (:
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