Ns_democles
BlackPanther
Join Date: 2002-02-11 Member: 197Members
<div class="IPBDescription">First shots</div> Started the map last night. It's not entirely from scratch since i used the readyroom that i posted a few weeks ago and that some may remember.
It's set on a mining colony that the TSA lost all contact with 2 weeks earlier.
The colony is on a very inhospitable planet with a very turbulent atmosphere. Dropships cannot land on the surface, so they are forced to land on the H.A.E (High Altitude Elevator) and go down at blazing speed into H.A.E. control room and set up base there. Then, explore the base and look for any signs of life.The colony, mining extremely valuable OR, cannot be destroyed and must not be left into the.. "claws" of the enemy.
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=169' target='_blank'>NS World map info</a>
The marine spawn - H.A.E. control center
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/563/fullsize.GIF' border='0' alt='user posted image'>
View from marine spawn looking into the hallway
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/564/fullsize.GIF' border='0' alt='user posted image'>
View from the hallway looking into the (M.T.S.)Material Transit System
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/565/fullsize.GIF' border='0' alt='user posted image'>
View of the M.T.S. with a crate full of OR
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/566/fullsize.GIF' border='0' alt='user posted image'>
The map is still heavily alpha in its stages.
I have yet to finish the main layout and no hive locations have been made.
But the layout is on paper and so far, looks like ns_eclipse type proportions and size.
I TRY not to base my map off anything... but i'm not an inspired mapper.
I'm like an artist who knows how to draw the tiniest detail of anything with the best of precision.... but doesn't know WHAT to draw!
Well.. anyway.. enjoy!
It's set on a mining colony that the TSA lost all contact with 2 weeks earlier.
The colony is on a very inhospitable planet with a very turbulent atmosphere. Dropships cannot land on the surface, so they are forced to land on the H.A.E (High Altitude Elevator) and go down at blazing speed into H.A.E. control room and set up base there. Then, explore the base and look for any signs of life.The colony, mining extremely valuable OR, cannot be destroyed and must not be left into the.. "claws" of the enemy.
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=169' target='_blank'>NS World map info</a>
The marine spawn - H.A.E. control center
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/563/fullsize.GIF' border='0' alt='user posted image'>
View from marine spawn looking into the hallway
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/564/fullsize.GIF' border='0' alt='user posted image'>
View from the hallway looking into the (M.T.S.)Material Transit System
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/565/fullsize.GIF' border='0' alt='user posted image'>
View of the M.T.S. with a crate full of OR
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/566/fullsize.GIF' border='0' alt='user posted image'>
The map is still heavily alpha in its stages.
I have yet to finish the main layout and no hive locations have been made.
But the layout is on paper and so far, looks like ns_eclipse type proportions and size.
I TRY not to base my map off anything... but i'm not an inspired mapper.
I'm like an artist who knows how to draw the tiniest detail of anything with the best of precision.... but doesn't know WHAT to draw!
Well.. anyway.. enjoy!
Comments
I like the pipe/cable combo on the left side of that screen, the cut-out area really stood out (mental note - not so many straight line in own map).
And its spelled ore <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
For the rest of the map, i want to give it an "ns_nothing near cargo hive" look mixed with a tad of ns_bast.
wrongwaygoback: All i did was take the wall_lab texture with the metal "8" in the middle and cut it out... glad you like it! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
To help with your problems if dug this up for you:
<a href='http://www.snarkpit.com/tutorials.php?usertut=1&tut=131' target='_blank'>http://www.snarkpit.com/tutorials.php?user...ertut=1&tut=131</a>
It may help you.
It all fits nicely.
The only part that feels big is the M.T.S. which i have to scale down or tweak a few things (like the doors)
Interestingly you you can see he's using overlays for the blue lights but not the yellow ones...
The lack of overlay lighting is the only bad thing that caught my eye. The lighting didn't seem to have much contrast at all. Maybe the shots haven't been gamma corrected :/
If you think about what makes maps in NS 1.0 great, what do you come up with? For me it's diversity. There are many distinctive areas that seems like real places, like mess hall on Nancy, the Airlocks on Bast, the keyhole on Eclipse, the cargo area of Caged, the Processing area of Hera or the cargo area of Nothing.
Hidey holes and lots of objects are skulk friendly, large open spaces or narrow straight hallways are marine friends.
The shots are not gamma corrected no.
The texlights don't seem to be making a "light cone" on the walls under them which is **** me off. The bounce value is already at 200... (For my .rad file for the map.... light_strip1 xxx xxx xxx 200 )
Then i'll add details (which im pretty good at <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
-GF
But i want to keep the marine spawn not to bright cuz when i put in the vents, the skulks will have a better chance, seeing as right now, the long hallway is the only way in.
amckern
I understand your concerns but this is just the marine spawn and a pretty important area (in the story) so it's normal that it's pretty lit.
The rest of the map is going to be a lot darker and have a more industrial theme with tons of spot lights and clouds of dust under them forming the light cones. But the map is seperated between the "clean" areas like the marine spawn and the dining room, and the work areas like the tram zones and the working areas which will all be pretty gloomy and grimmy.
Off course, im gonna seperate both "types" of zones as much as possible.
If you'd like I'd be more than happy to create overlaying light textures for those light textures. Takes no more than 5 minutes...