Need Mapping Assistance!

HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
edited April 2003 in Mapping Forum
<div class="IPBDescription">Screenshots of my map</div> Hi! I am looking for a bright mapper to help me with my new map that I'm making. I have some brilliant ideas for my map (if I may be so bold). So far, the map is looking freakishly like an alien spaceship of some sort. I was careful not to overdo it in order to respect the R rates.

What I basically need is someone to keep me fresh with ideas, and possibly help me light the map too. I enclosed some screenshots to give you an idea of what the map looks like in my map editor thus far.

<img src='http://people.clemson.edu/~hneil/files/screen1.jpg' border='0' alt='user posted image'>

Note the spinal cord sort of blends into the bubble wall. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Awesome, right?

<img src='http://people.clemson.edu/~hneil/files/screen2.jpg' border='0' alt='user posted image'>

The spinal cord makes a sort of vent system (which I plan to elaborate later).

<img src='http://people.clemson.edu/~hneil/files/screen3.jpg' border='0' alt='user posted image'>

This is supposed to be the core. It is a 5-sided room with water feeding into it at the bottom and wires at the top.

<img src='http://people.clemson.edu/~hneil/files/screen4.jpg' border='0' alt='user posted image'>

This is an example of one of the hallways. It doesn't look so big, but if it were down to scale, you'd come up to 1/3rd the height of the entire hall.

I'm an innovative mapper, but I need help. I'm having difficulties with my editor in lighting, and ideas are always welcome. I'll be happy to give you half the credit on the map title if you help me all the way.

Hawk

EDIT:
<img src='http://people.clemson.edu/~hneil/files/screen5.jpg' border='0' alt='user posted image'>

This is a ribcage sort of thing. I thought I'd put a hive here.

Comments

  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited April 2003
    your textures... my god, what is up with them? they appear stretched, oversized, or they need to be tiled more because the whole map looks just god-awful thanks to them. In addition, it doesn't look like you used many, if any, NS textures... so the BSP size will be a problem... and, well... the textures frankly suck.

    If you ripped them from somewhere, fix them. If you didn't, increase the resolution if possible so they don't look so terrible.

    EDIT: Bozman identified some of the textures as HL xen textures, but they are still stretched way too far out.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    edited April 2003
    Well they'd look a lot better in the game. I didn't stretch any but the texture with the hallway and the "exoskeleton" backdrop texture in the second and last pictures, actually. The resolution is fine. It just looks grainy, because it is a preview in my map editor.

    I'm not even close to done anyway, so everything is changeable.
  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    I gotta see them in-game, because it all looks so... pixelly... in those screenshots, without lighting, rastering, the works.
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Are these screenshots supposed to simulate a punch in my nose ? I can't afford enough stamina to keep on examining them. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    To be frankly honest, you dont need here mapping assistance but Jesus to come back and make a miracle for you.

    Take better screenshots and put better quality textures onto walls. That would be a great change with low cost.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    I think it's pretty obvious that he's running the game in software mode, which would explain why the textures are not blured at all and you can see every pixel.

    I'd have to see the map run in openGL or Direct3D to tell if it looks good or not though, dude.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    I think you had better put some lights in and let us see it in game. Those textures look awesome! (if not stretched out and blurry because of worldcraft rendering <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    They look an awful lot like Xen textures form HL.wad or converts from doom2...cant tell, but that would explain the low quality...and even still, they do seem a bit stretched...You really should be asking for some new textures.

    BTW...are those screenies actually from WC/VHE? because, Ive never seen Hammer have any problems rendering my textures, unless they are on "invalid objects"
    Quark on the other hand make textures look terrible.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    seriously, show them in game and get back to us. Tell us what you're going for. I like it so far but its hard to tell even how some of the geometry works without better shots.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Those are the XEN textures! I used them on NS_One, Flayra was not happy. MAke your own or use the NS textures, but please don't use textures that remind people of half-life.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    guys , this isnt Software mode or anything ,just the QuArK 3Dview.. right ?

    textures are bad indeed. use the NS one's those RULE !
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Well It has plenty of holes in the game, so I haven't run half-life to see what it would look like in the game yet. That is how worldcraft renders it (in software mode obviously).

    The textures are as detailed as any other, I promise. Software always makes it look worse. The idea wasn't to impress you with the detailed texturing. I was just trying to give you a feel for my project.

    Anybody interested?
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Well, you really should get rid of your leaks and compile the map so we can see ingame-screenies.
    Richt now i don't think anybody could say something helpful, except for "work on the texturing".

    You also should write down the basic idea behind the map and perhaps an overview so we can help find some balancing problems before it's too hard to correct them

    -my2cent-

    Hyper
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Is nothing but a bunch of room pieces right now. They aren't even connected. It is all arrangeable. For me to close the leaks would be kind of a big hassle to do.

    And for the 3rd time, I wasn't looking for criticism. Just an assistant. I don't think I could have convinced anyone without them, actually. I mean I do appreciate the criticism, but it doesn't help me much considering it isn't a problem. All you've told me up until now is that the software pictures suck because it looks grainy. Duh. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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