Ns_arcturus

venomusvenomus Join Date: 2002-11-16 Member: 8951Members
<div class="IPBDescription">screenshot megaspammage</div> Despite the constant battle against compile limits, and having to rebuild several chunks of the map after the editor corrupted it, here are some screens from the latest compile of Ns 'too fricken big for worldcraft' Arcturus .

To save loading time I have scaled the pics down and saved them as very low quality .jpg, so you'll have to use your imagination a bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Lets start off with this shot of the boarding torpedo. This is actually from an older compile, because I b0rked the sky naming on the latest version, resulting in a nice desert background <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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Comments

  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    The 'Transverse Corridor', one exit from the marine start:
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    A large machine near the centre of the map:
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    ...can be seen in this screenshot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> :
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Another corridor somewhere...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Main reactor inner bioshield:
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    A loading bay type-place, the chains swing slowly and make a creepy sound (like in Alien) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Inner bulkhead. I'm still trying to give this place a more ominous look. Probably I will tweak those spotlights (and make fewer of them):
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    What limits have you reached apart from the clipnodes limit?
    Making stuff func_ilusionary or func_wall helps in almost all limits.
    looks great.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Argh!, I forgot to set up the funcs properly in the Transit hall hive! Sorry but I can't be arsed wait another 5 hours, you'll have to wait until the next build <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> :
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Hey, I'm not finished yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> This stuff takes ages on 56k you know <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I'll get back to you in a minute...

    In the meantime, here is a screenshot of a room somewhere:
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Obligatory electric-device-in-cage machine (every map seems to have them):
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Power relay, port nacelle. In-game the blue plasma texture (which scrolls) turned out a flat, undiscernable blue because of the gamma ramp. So I'll probably have to up the contrast on that texture so you can see it moving...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    OMG hE uS3d TEH BLuD AnD TeH fL1CK3rING L17ES!!!!! VErY n4UGHT3H!!!!! !1!11 111
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Just another hallway. Getting bored? Don't worry there's only one more...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    AND FINALLY - a view of the marine start, which isn't too pretty at the moment. The large phallic structure is the boarding torpedo, in which the marines actually spawn:
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Great job! I love the "boarding torpedo" idea <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    you've got some great lighting going round that map, and the 2nd to last shot gives me a great idea for me own map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    don't worry, it will be very different!
    All around: WINNAR!
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    what I really liked about this suparspam is that plasma thing, curved... looks pretty cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    <i>What limits have you reached apart from the clipnodes limit?
    Making stuff func_ilusionary or func_wall helps in almost all limits.
    looks great.</i>

    Actually its just the clipnodes which are a problem ATM (I had to enclose some (unfinished) parts of the map with a big block <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> ). Cagey's tools help, but I will have to go on a clipnode execution campaign.

    The plane limit problem has been nuked thanks to Cagey. FYI this latest compile used 65.9% of the new limit (131.8% of original limit).

    Max_patches was another problem until I used -sparse (now I just have to put up with glacial compile times).

    At the same time as keeping things within the limits, I'm trying to keep entity counts down to reduce lag. This is the reason for my many compile tool suggestions, because maybe with the right tools, you could eliminate the need for many of these 'compilation entities'.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Thanks!

    Looking at the pics, I'm starting to think the lighting in them is better than in the actual map!
    I raised the contrast in Photoshop for these screens, so maybe I should increase the gamma ramp in the map some more.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Looking good. The architecture to me looks like nothing + caged. Keep up the good work.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    When you have areas close the bottom that are to small for any player to fit in (between ladder stairs, below tables, outside of windows) fill thoose small gabs with clip brushes.
    (making a clip brush ramp around ladders makes movement smoother and disallows building stuff there, too.)
    transforming stairs into ramps gives back lots of clipnodes and w_poly, thats alwas a question between leveldetail/limits and performance.
    Decreasing the overall inner level volume (making high rooms lower, making square rooms round) gives back a few clipnodes but kills skulk hiding places.
    Transforming small (rotated) objects that lay on the bottom, and small wires/pipes into non solid (illusionary stuff) gives back LOTS of clipnodes.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Yeah, thats the kind of stuff I'll be doing for a while all right, I can't wait <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . Also see my recent resurrected post: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=28460' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=28460</a> , so that you don't make the mistake of trying to bury complex solid entities in a clip brush to save on 'nodes.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    dude i like it alot !!!
    although the textures welli allways loved custum textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    i just hit my goot and lsot my train of thought but it looks good
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    the varied areas make the map look really nice, especially like the machine with the lava in it. But what you need to do right now is make the corridors less empty, like some computers, and grates with pipes in them, and crates and stuff. It all adds to the atmosphere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    good job on it so far.
  • EstaranEstaran Augsburg, Germany Join Date: 2003-04-01 Member: 15117Members
    <!--QuoteBegin--venomus+Apr 19 2003, 01:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (venomus @ Apr 19 2003, 01:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just another hallway. Getting bored? Don't worry there's only one more... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    uh... omg... is that Unreal II I see?! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <span style='font-size:21pt;line-height:100%'><b>WIN
    WIN
    WIN
    WIN
    WIN</b></span>
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Oh the <b>atmosphere!</b>

    Good job.
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