I restarted so here

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Is the change</div>My old map got to a point it just sucked so i did a new layout (this one had at least 30 seconds thought on it) and the 2º version of the map is in progress. here there are the first screenies.

i must say that lighting is pretty bright at the moment , too monotonous, and i just happen to notice that i must change some textures (too monotonous again), but...
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_0.jpg" border="0">
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_1.jpg" border="0">

Comments

  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    It reminds me very much of a castle...

    The floor texturing could vary a bit more, couldn't it? The roof looks interesting, though. You've already pointed out the lighting, I agree, it is really bright. Go for a dirty look. Are some of those textures custom???

    Just my two cents.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    actually with this new version im gonna first map basicly the entuire map and then go room by room detailing and adding the particle effects.

    I dont think any textures are custom unless the lights.wad someone gave in the forums.

    yes, the floor texture has scale 1.0, so it just looks awful ,xD, ill try other textures next time.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I tend to agree with the floor being not too attractive...it's awfully flat, maybe throw some stairs or ramps somewhere to break up the monotony?  Also, if you can spare it, how about making those arches curvier?  Other than that, I like what you've got.  The walls and ceiling are pretty well-done.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Looks good! I see a lot of improvement here!
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Looks great blue! The lighting is really balanced
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Looks like a place for some epic battles. You could stick a few chest height computer consoles on that floor to provide some cover for advancing aliens.

    --Scythe--
    the_only_scythe@subdimension.com
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I see HL textures!
    HAAAAAAAAAAAAAAAA! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    erm, so BlackPanther? what's wrong with using a half-life texture here and there?
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Hmm, i really don't like how the doors are set up ,its to diagnol for the top part, maybe make it more curvy, you know, not so straight.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    <!--QuoteBegin--Black Wolf+May 26 2002,02:24--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Black Wolf @ May 26 2002,02:24)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->erm, so BlackPanther? what's wrong with using a half-life texture here and there?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Well they look out of place and bland compared to the NS textures, it is okay to use HL textures sometimes (merk used a HL texture for some ceilings in hera and they came out well), but that one looks pretty bad imo.



    <!--EDIT|Ekaj|May 26 2002,05:06-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    thats what i was saying, comment on how the textures fit in, not whether they are half-life or not, just saying
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I see HL textures!
    HAAAAAAAAAAAAAAAA! <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    isnt very constructive/helpful
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    ok. Ive still havent finished with this part but ive made some changes. im gonna add more variety to the floor (it still looks monotonous) and some more computer things here and there.
    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_20.jpg" border="0">

    and this is from a corridor that starts from the main pasage (it lead to a ladder that goes down, but i still havent done it).

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_21.jpg" border="0">
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    blueman... you are one of the most notorious mappers on the scene... you are my hero... and n@rby? your second
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well, thx, i know im not that good, my hero's are narby, Andrew, Merk, Relic and everyone who has contributed in any mapping aspects to the half life experience <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> .
  • HicksHicks Join Date: 2002-04-11 Member: 418Members
    Love the doors and the rest has the bland desolate look that, combined with lighting and girt will make kickarse map. Though you might want to add a few tricks that the aliens can use. It seems that your map is designed with Marines in mind. I've seen tons of maps that have a very good vent system in the Alien spawn, but in the marine sector there is nada. It seems that you are going about it right, make the map look like it was once a fuctioning factory, spacestation, mine (complete with a vent system, you have to breath right <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ) and then add detail. It looks real good and keep it up! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well all this part is practically the marine spawn, so it has to be a bit lighter than the rest. and the ventilation tubes and that will be done once i finishe all the map and think about the best ways to make them. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Black Wolf+May 26 2002,01:24--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Black Wolf @ May 26 2002,01:24)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->erm, so BlackPanther? what's wrong with using a half-life texture here and there?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    There is absolutely nothing wrong with using hl textures as long as it is limited and doesn't distract from the overal "NS feel" of the level.

    Blue, the level looks great. I mean, really nice. The first thing that came to mind when I saw it (like someone else said) was a castle. In a good way though. Like a great hall or something. Heh.

    I would cut back on a few of the light textures though. It's a tad much. Also, while the actual light source placement looks cool overall.. I'd mix up the actual lighting of the rooms a bit. Make it more dramatic and/or contrasting overall.

    Very nice. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    That area is very well done. You're obviosly very skilled in mapping, proper attention is payed to ceiling detail and mixes in well with the wall detail and texturing. I don't think there is anything wrong with this area at all. If it is the marine spawn, then the lighting is perfect. I might feel a bit upset if you change something <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    apart from the terrible looking floor texture it quite good really (not a terrible texture, it just wasnt designed to be spread across such large expanses). maybe try varying the floor a little bit, maybe a trim where it meets the wall and possible some height change somewhere.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I agree that you're overusing that wall-lighting texture.  It doesn't even have to be changed... just maybe cut the number of active lights in half.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well, first off all i think Ken is right and im gonna cut some wall light textures. Second, i still gotta work the floor and maybe the lighting for this first 2 shots, but i like the way this section is right now. The third shot is the continuation of the level, and at both sides there are elevator (1 goes down, the other up, etc...) and i gotta work it <b>alot</b> more, i did it this morning in a mapping attack i had although light is crappy i like the whole room feeling and arquitecture.

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_30.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_31.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_32.jpg" border="0">

    ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    tomorrow ill have some more screens from the 3º pic room and maybe from the elevator and its continuation.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Constructive criticism: you're really overusing that wall/light texture.  It's in almost every screen you've shown us, and so distinctive that it's all people end up seeing.  You need to vary your lights and find some different wall textures.

    edit: the other danger of using that texture as a light is that if you decide to use it as a wall (i.e. no lights involved), people are going to recognize it as the light texture and say "wait, isn't that the light texture from the other room?"
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i know youre right, after going around in the map some time you get bored of some many lights, ive cut of some of the lights (maybe 30-40%) so now the room/corridor is darker but it still feel the "marine side" it should have. Again, ive been working more and have some shots of an elevator and the access of a ladder. maybe lighting doesnt fit but i like the combination red-orange the rooms have.
    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_40.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_41.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_v2_42.jpg" border="0">

    maybe a bit dark,i know, please give me your opinions (this part is next to the previous shots)

    ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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