Ns_democles

BlackPantherBlackPanther 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!

Comments

  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    View from the hallway looking into the (M.T.S.)Material Transit System

    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).
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Looks nice! Very nice! You used the \_/ borders a little too much, but other than that its nice!
    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-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    The \_/ borders are just for the marine spawn i assure you.
    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-->
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    I feal small in that map, it's gonna be like 11th hour, just a tad bit too big in porportions
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Too blocky, flat and out of proportion.
    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.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Actually, the proportions are "spot on" for the marine spawn.
    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)
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Looking good. Try to add a little more light contrast. It almost looks like you have the map at one light level and all the real lights just texture lit. I know this isn't true, but a little change in the light level would be nice.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Also its better to use overlays for texture lighting...as the borders of lights glow aswell.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Revenant+Mar 12 2003, 12:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Mar 12 2003, 12:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also its better to use overlays for texture lighting...as the borders of lights glow aswell. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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 :/
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    it looks as if you have a great sense for making a room "come alive". Too many maps I've seen around here are dull collections of samey looking hallways. Hallways = Boring too easily. Try make some thematic rooms, inspiration comes from having an idea of, perhaps an ore refinery part with machinery and lots of hidey spots for skulks. Ive got many fun ideas for map but is a lousy artist <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->


    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.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    *all criticism has been taken into account*

    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 )
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Oh and so far, no room goes above 400 r_speeds, which is what the whole map is gonna be like until i make 1.0.

    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--> )
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    w0w, Its really cool that map, but still I think It needs a lot of work on ilumination, try adding a few light_spots and glows.

    -GF
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I'm working on that.
    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.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i did not look at other replys, but it looks like u have used the same light to much, i know ns is dark (even with a light set at 500), but that many tex lights suck, try taking half out, and replacing them with light_spot (looks better - don't set it to have a target, it shines stright down), or lights

    amckern
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Well it's too soon to do that.
    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.
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    I think it looks great! However, they are right on using overlays for your lights.

    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...
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    i will.. i will.. stop asking! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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