Ns_democles
BlackPanther
Join Date: 2002-02-11 Member: 197Members
<div class="IPBDescription">Take two</div> After little more of 10% of the map complete, im already battleing with max_map_miptex errors. I'm not a newb mapper (been doing it for 6 years) but this is the first time i've ever undergone such a big project as ns_democles and ever got to the point of getting this error <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I've had to do a little rethink of the map after getting it so early, and i've changed my original design so a ns_hera "texture themed" map. To avoid getting this error again, im gonna do the rest of the level with simply boxes and 1 texture on them and minimal lighting. This will ensure i've got my whole layout done without reaching the mapping limits too soon. I simply hate the idea of "cutting back" when i do levels. I always stick with my original design (yeah im hard headed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
'nuff ranting. Screenies time (Keep in mind the textures will change):
***None of these shots have been gamma modified***
<a href='http://www.thegamingelement.com/xmas/other/ns_democles0.jpg' target='_blank'>Material Transit</a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles1.jpg' target='_blank'>Getting the hang of light_spots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--></a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles2.jpg' target='_blank'>Dark moody hallway </a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles3.jpg' target='_blank'>Dark moody hallway 2</a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles4.jpg' target='_blank'>Marine spawn (all lights have overlays)</a>
Now, i've had a lot of feedback about people saying it's too big and disproportionnate.
I assure you, only the marine spawn gives this feeling and for a good purpose. The rest is to give the people that like playing ONOS (like me) enough space to move, as well as keep the lerks from colliding with rafters and columns <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Plus the spawn only has 1 exit and you have to get to where Pic #2 is before you can part in 2 seperate directions. But there will be vents in/out of the spawn.
Note this can change anytime with playtesting.
I've had to do a little rethink of the map after getting it so early, and i've changed my original design so a ns_hera "texture themed" map. To avoid getting this error again, im gonna do the rest of the level with simply boxes and 1 texture on them and minimal lighting. This will ensure i've got my whole layout done without reaching the mapping limits too soon. I simply hate the idea of "cutting back" when i do levels. I always stick with my original design (yeah im hard headed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
'nuff ranting. Screenies time (Keep in mind the textures will change):
***None of these shots have been gamma modified***
<a href='http://www.thegamingelement.com/xmas/other/ns_democles0.jpg' target='_blank'>Material Transit</a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles1.jpg' target='_blank'>Getting the hang of light_spots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--></a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles2.jpg' target='_blank'>Dark moody hallway </a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles3.jpg' target='_blank'>Dark moody hallway 2</a>
<a href='http://www.thegamingelement.com/xmas/other/ns_democles4.jpg' target='_blank'>Marine spawn (all lights have overlays)</a>
Now, i've had a lot of feedback about people saying it's too big and disproportionnate.
I assure you, only the marine spawn gives this feeling and for a good purpose. The rest is to give the people that like playing ONOS (like me) enough space to move, as well as keep the lerks from colliding with rafters and columns <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Plus the spawn only has 1 exit and you have to get to where Pic #2 is before you can part in 2 seperate directions. But there will be vents in/out of the spawn.
Note this can change anytime with playtesting.
Comments
It's a custom model i made few days ago.
If you like it, <a href='http://www.thegamingelement.com/xmas/other/NSknife.zip' target='_blank'>download it here!</a>
Think of a map as complex as ns_caged, mixed with an ns_hera look.
Won't be easy...
As rimj0b said, though, the hallways sorta look wide. Maybe putting cover in the walls would help a bit... something like that... so skulks could hide. Anywho, looks awesome.
The ol' Pinkish lab textures are great cant see why people are sick of seeing them....there is only a few maps that actually use them
alot Eclipse, Hera and a few others just use em here and there.
Only 10% complete huh.
hmmm not bad <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I keep stuggeling with getting the first few corridors off my marine start then after that everything just starts to pull together.
Dont rush this one! could turn out to be a v.gwd map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-GF
And wait til you see what i got planned with the particle system! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
I especially like the 04 screenshot, not sure why yet, it just looks spiffy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yamazaki: thx!
masterswordman: huh? Map is lit 100% with texlights.
Mind you i do not plan on using the wall_lab textures everywhere.
Only in 2 places: Marine spawn and the central junction (yet to be mapped, but think of holoroom type gameplay in there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )